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Messages - nemo

Pages: 1 ... 79 80 [81] 82
1201
The Axe Parser Project / Re: Bug Reports
« on: June 06, 2010, 03:15:43 pm »
not sure if this will help, but about deep thought's bug, i had the same thing happen to me when i tried to romdump my calculator about 3 months ago using TiLP. so if you tried to romdump recently it may have been that rather than axe parser.

1202
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 06, 2010, 01:41:25 pm »
i've made a tunnel clone. except it's a tad bit different than your normal tunnel game -- you have two ships to control.
the arrow keys control the ship on the top of the screen
keys 1 and 4 control the ship on the bottom
also, it features two different ways of getkey(). basically, the old BASIC way and Axe Parser's way. let me know which one you prefer  :)
credit to DJ Omnimaga for the ship sprite
credit to Raylin for the spike sprite

ZSIMUL = source
ASIMUL = no-stub executable

1203
Art / space ship
« on: June 05, 2010, 12:14:52 am »
hello again. i learned a few things from my spike sprite posting mess, and here is what i would like:

8x8 spaceship sprite. it can face any direction.
3 level grayscale.

credit will be given, of course (:

1204
Axe / Re: Routines
« on: June 03, 2010, 09:44:33 pm »
can anyone explain how this works?

1205
Art / Re: Spike sprite
« on: June 03, 2010, 07:07:55 pm »
it's going to be my axe parser program, and i'm not planning on announcing anything about it. maybe you'll be able to piece it together from any posts i ask for help, but i doubt it. it's very unique (i've only found 1 game similar to it online).

1206
The Axe Parser Project / Re: Features Wishlist
« on: June 03, 2010, 04:01:23 pm »
will there ever be a way to invert all 64 pixels of a sprite? like if i had a white 8x8 sprite with a black border, and i wanted to change it into a black sprite with a white border, will that be implemented? i know i can use two for( loops to do it with pxl-change(, but i'm wondering if it may be implemented in the future

1207
Art / Re: Spike sprite
« on: June 03, 2010, 03:39:00 pm »
I'm sticking with raylin's, since the sprite is moving so the pattern of Raylin's makes the spike look like it's spinning, in a way. thanks raylin! and to everyone else who tried (:

1208
Axe / Re: GetKey help
« on: June 03, 2010, 03:36:00 pm »
instead of
Disp A
use
Disp A>Dec

A will be random gibberish, A>Dec will give you the actual value, and A>Frac gives you the code of an ASCII character

1209
News / Re: Omnimaga holds Axe Parser Programming Contest
« on: June 02, 2010, 10:58:05 pm »
can you post all the criterion for judging?

1210
Art / Re: Spike sprite
« on: June 02, 2010, 08:35:44 pm »
i'm going with Raylin's so far, with a small modification. i'm still open to other sprites if anyone's willing to try. thank you raylin!

1211
Art / Re: Spike sprite
« on: June 02, 2010, 08:15:25 pm »
monochrome. no problem, it's my bad i didn't specify.
to summarize:

-spike(s) pointing to the left.
-8x8
-monochrome
-preferably more than one spike, though 1 very realistic spike will work

1212
Art / Re: Spike sprite
« on: June 02, 2010, 08:02:20 pm »
any number. preferably more than one, but if you can make a very realistic single spike, i'd like to see it.

1213
Art / Re: Spike sprite
« on: June 02, 2010, 07:03:11 pm »
sorry i forgot to mention, 8x8 please.

1214
Art / Spike sprite
« on: June 02, 2010, 06:48:24 pm »
could someone make a sprite of spikes for me?
like this: http://img250.imageshack.us/img250/8659/peterrab1ml8.png
except sideways, so the spikes point to the left. you will get credit in my program.

1215
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 01, 2010, 08:53:21 pm »
what?! i was playing that game all day in math today!
i know the controls are weird  :) for example, when you hit your head on an overhead platform, your velocity is set really low so it seems like your character kind of hangs there for a moment before descending.

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