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Topics - leafy

Pages: 1 ... 3 4 [5]
61
Axe / Button Press Routine
« on: January 14, 2011, 02:12:07 am »
I have this subroutine:

.BUTTONPRESS
Lbl BTN
For(I,1,{R})
I-1*5+1üJ
Text(88,56,{R+J+4}åDec)
If (({R+J+2}=1) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}+3=Y)) or (({R+J+2}=4) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}-S=Y)) and {R+J+4}
0ü{R+J+4}
{R+J+3}üF
1üG
Pt-Chan{R+J},{R+J+1},{R+J+2}-1*16+Pic4)
Pt-On({R+J},{R+J+1},{R+J+2}-1*2+1*8+Pic4)
End
End
Return

but 0 doesn't get stored into {R+J+4} for some reason. 'elp?

62
Art / Graviter art
« on: January 14, 2011, 01:13:32 am »
Hey guys, I'm asking because I think you guys can do a better job than I can.

I need a 5 px by 3 px button that looks rectangularish. I'm using the one from portal x except i don't want to rip off them so I'll rip off somebody else xD

I also need a title screen that covers the full 96 by 64 pixels on the screen. It needs to have "Play," "Load," and "Exit," but besides that it can have anything.

The Graviter project is in the Calc-related projects section if you need to figure out what it's about.

Thanks in advance!

63
Axe / Level Editor for Graviter
« on: January 07, 2011, 06:23:50 pm »
I built a basic 5x5 tilemapper for Graviter (Check the Calc Projects for more details) but I don't know how to convert into a format that Graviter can actually use. I need to figure out how to convert it into a database that Graviter can read and regenerate the level from scratch.

In addition, I need help setting up a keys and doors system - how do it warks?

64
Axe / Writing to the same pointer
« on: January 01, 2011, 12:40:43 am »
Every time I try to do something like

If L=1
"Test" --> str1
"Stuff" --> str2
If L=2
"Blah" --> str1
"Dude" --> str2

It gives me an error. I think it's because it won't write to the same pointer. I tried putting the str1 and str2 in brackets, but that didn't work either.

65
Graviter / Graviter
« on: December 30, 2010, 02:15:00 am »
Graviter
45% completed

Graviter is a puzzle game in which you basically shift gravity and try to get to an exit without dying.

Controls:
2nd: Pick up items
Alpha; Swap gravity
Arrow keys: Move left and right

Progress:
Engine: 78%
Maps: 52%
Menu: 13%

Please post feedback. Note that nothing is set in stone yet, and there are still a few bugs.

Already implemented ----
Gravity axis-switching arrows
Spikes

Soon to be implemented ----
Switch/door system

future implements ----
moving platforms
enemies
gravity-affected blocks

66
Axe / Gravitational Acceleration and Platform Detection
« on: December 27, 2010, 12:07:59 pm »
When I make an object fall at an exponential rate as if gravity were affecting it, it sometimes misses the platform and passes right through it. I know it's a problem with gaps between y values for adjacent x values, but how do you fix it?

67
The Axe Parser Project / Subroutines
« on: December 26, 2010, 09:58:19 pm »
I still don't fully get how subroutines work - i've read the manual, but it doesn't explain much.
For instance, if you wanted a sprite to shoot an object and track the object with a subroutine, how would you do it? Or making a sprite jump in a platformer.

68
TI Z80 / Axe Tron
« on: December 26, 2010, 01:06:34 am »
Hey guys, I'm new to this forum and I created a very, very unrefined version of Tron in Axe. Currently it looks like snake, with two players on the same calculator, playing sideways, but it looks fairly nice, with adjustable speed and high framerate. Some things aren't quite done yet, and there is a lot of code optimization to be done, but I'm happy with how it's turning out.

Also yes, I know, there are a lot of Tron programs out there. This is just a test for my first project in Axe.

In the future:
Makes the entire screen rotate when the player presses left or right, rather than just arrow keys
Link play
Scrollable map

This is going to take a work, but it's fine as I have a lot of free time. Also I can't upload it since I don't have enough posts, so I guess I'll stick it on my server seeing as it's pretty small. I have to find my USB cable first though...

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