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Messages - thydowulays

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91
Computer Projects and Ideas / Re: Rain my first C++ game!
« on: January 20, 2012, 10:34:11 pm »
Okay, I looked at your source. I would *highly* recommend you just replace all your SYSTEM("PAUSE") statements with cin.get(), since it is cross-platform and it is faster. For SYSTEM("CLS"), I couldn't really find an alternative, so I just replaced it with cout << "\n\n\n\n\n\n\n\n\n\n\n\n\n"; I know its a ghetto way of doing things, but there was no other way..... All in all though, good work! The game has choices for lots of things! Hopefully this may become a C++ version of scribblenauts in a way. :)

92
:O wow.

93
Whoa thanks bro, thats a lot of code..... Why are the numbers so big? Like how For(A,0,711 thanks :)

94
lol yeah. I know a lot about regular tilemaps, even getting and setting individual tiles. I just don't know anything about scrolling ones :D

EDIT: lol. im embarrassed. I said "even getting and setting individual tilemaps" I meant tiles.

95
Okay, and I just mean scrolling in General, I don't really know how to scroll a tilemap at all, but for the purpose of my game I want it to be a tile at a time

96
Hey everyone, it's been a while. Anyways, I've been working on a building/economic game sort of similar to minecraft, but I really want to implement scrolling. I don't want it to scroll a pixel at a time, I want it to be a tile. I would also have the player *not* stay in the middle when scrolling, because I already have a perfect movement and collision engine. Thanks for all your help!

97
Computer Projects and Ideas / Re: Nightmare
« on: January 20, 2012, 08:05:24 am »
Jesus, I had my Turtle Beaches on, and got to the part with the table and the testing, and then it made that explosive sound and I bout crapped my pants

98
Computer Programming / Re: Best language for beginners?
« on: January 12, 2012, 04:11:41 pm »
I started with Python, then went to C++, then to Java, then to html, then to .NET, then to TI-Basic, then to Axe, then to z80 Assembly. I had a weird sequence going on there, but Python is a GREAT choice for beginners imo

99
Axe / Re: Help with tilemap collision?
« on: January 11, 2012, 05:46:41 pm »
Wait, I have a question. If I had the routine GT, with {r2/8*12+(r1/8)+GBD1}=r3, and I did this:
If sub(GT,X,Y-8,2)
End
Would that test to see if the tile had a number 02? Like I could do this:
If sub(GT,X,Y-8,2)
Y-8->Y
Pause 500
End
ElseIf sub(GT,X,Y-8,3)
Pause 500
End


Nevermind, I got it. However, does anyone know a routine to say, move a tile up or down, or left or right? Like, edit the little [01000000000000001]->GBD1 sorta thing via a routine in game?
That would make it so I could move through tile 02, but not tile 03. Would that work?

100
ASM / Re: So what next?
« on: January 11, 2012, 07:39:18 am »
Thanks! Yes, I tried all these. And guess what, it works! By actually using a different method from Xpos and Ypos, I was able to get it (partially) working. The only problem is, it moves up, but it also moves to the right as well. I am not sure why.....

101
TI Z80 / Re: Seeker
« on: January 10, 2012, 08:49:48 pm »
Nah, I dun just beat it. I feel better now. I'm on level 8 now....

102
TI Z80 / Re: Seeker
« on: January 10, 2012, 08:07:42 pm »
Oh wow you succeeded? Is it an easter egg?

103
TI Z80 / Re: Seeker
« on: January 10, 2012, 08:02:54 pm »
Okay

104
TI Z80 / Re: Seeker
« on: January 10, 2012, 07:57:38 pm »
Right here:
http://www.omnimaga.org/index.php?action=downloads;sa=downfile&id=708
It is absolutely impossible, if you get past it, you are a god.

105
ASM / Re: So what next?
« on: January 10, 2012, 07:56:30 pm »
Okay let me try that. Oh and for some reason I crashed my calc completely earlier, so I have to rewrite this all over again, ugh.

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