Author Topic: TinyCraft [Axe]  (Read 54851 times)

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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #240 on: January 15, 2012, 02:41:29 pm »
Moreover, I think that it will become even slower with enemies and all, so moving by 2 pixels at once may be better ;)
Yeap, I think it's a good solution.
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Offline leafy

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Re: TinyCraft [Axe]
« Reply #241 on: January 15, 2012, 04:21:52 pm »
Builder's right, the speed is a constant that can be changed at any time during development, so there's no need to worry about that right now.

@kindermoumoute, how's the menu systems coming along?
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Offline ZippyDee

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Re: TinyCraft [Axe]
« Reply #242 on: January 16, 2012, 05:28:42 am »
I'm not sure how jacobly is doing the map generator, but I was thinking about just how to implement a random midpoint displacement algorithm in AXE. I came up with some pseudo-axe-code for just a way to calculate the new midpoint of a rectangle with known corner values and a known width, assuming those values are <256:
Code: [Select]
[TOPLEFT]+[TOPRIGHT]+[BOTTOMLEFT]+[BOTTOMRIGHT]/4 -> A //average of corner values
[WIDTH]/2 //half the width will be our max/min displacement value (can be whatever)
*2 -> I //convert to positive range, save to I
rand^I //generate random displacement based on upper bound (I)
-(I/2) //convert to actual +/- range by subtracting half of the positive range
+A //add to the average of the rectangle corners
-> M //and that's the new midpoint value
M >> 255 ? 255 -> M //keep it between 0 and 255
M << 0 ? 0 -> M
M
Return

I haven't done AXE in a while, and I was just typing this out quickly, so it's kind of halfway axe that's not incredibly optimized...But even so, does this look like it'd function correctly (assuming the values were filled in and any other syntax errors I may have made were removed)?
« Last Edit: January 16, 2012, 05:30:59 am by ZippyDee »
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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #243 on: January 16, 2012, 01:05:03 pm »
@kindermoumoute, how's the menu systems coming along?
I don't have much free time right now, but I can give to you a pattern :
Code: [Select]
:#Axiom(MEMKIT)
:
:
:.MAIN
:If ALPHA
:
:If WORKBENCH
:CRAFT(1)
:ElseIf FURNACE
:CRAFT(2)
:ElseIf OVEN
:CRAFT(3)
:ElseIf ANVIL
:CRAFT(4)
:Else
:CRAFT(0)
:End
:
:End
...

...
:Lbl CRAFT
:.MAKELIST5(r1)
:
:.Display "CRAFTING" & BOX
:If r1
:.Display "HAVE" & BOX, "COST" & BOX
:Else
:.Display "INVENTORY" instead of "CRAFTING"
:If CHEST
:.Shift "INVENTORY" & BOX to the right, and Display "CHEST" & BOX to the left
:End
:End
:
:Repeat ALPHA
:.Display LIST5 (& CHEST data when needed)
:End
:Return
:
:Lbl MAKELIST5
:0→I
:!If r1
:.Eg to make INVENTORY LIST
:For(r6,0,52)
:If {r6*2+PointerOfItemData}
:→{I*2+L5}
:.If there is quantity of the current item
:{r6*2+1+PointerOfItemData}→{I*2+1+L5}
:I++
:End
:End
:0→{I*2+L5}
:Else ...etc
:...etc
:End
:Return

If you find something better tell me. :P


EDIT : MEMKIT will be usefull to add bytes on appvars for each chest.
« Last Edit: January 16, 2012, 01:08:29 pm by kindermoumoute »
Projects :

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- Map editor : 80%
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Tutoriel français sur l'Axe Parser
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Offline hellninjas

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Re: TinyCraft [Axe]
« Reply #244 on: January 16, 2012, 01:58:30 pm »
I love how this is comming along!
Once its finished this will be GREAT!

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Offline DJ Omnimaga

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Re: TinyCraft [Axe]
« Reply #245 on: January 16, 2012, 03:00:30 pm »
@Qwerty.55 that terrain generator seems quite nice actually. :)
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Offline Hayleia

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Re: TinyCraft [Axe]
« Reply #246 on: January 16, 2012, 03:11:26 pm »
Code: [Select]
:.MAIN
:If ALPHA
:
:If WORKBENCH
:CRAFT(1)
:ElseIf FURNACE
:CRAFT(2)
:ElseIf OVEN
:CRAFT(3)
:ElseIf ANVIL
:CRAFT(4)
:Else
:CRAFT(0)
:End
:
:End
...
Wouldn't it be possible to make it just with
   If Alpha
   CRAFT(<Item>)
   End
by associating a number to each item ?
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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #247 on: January 16, 2012, 03:22:19 pm »
Many optimisations are possible here, but it was just to introduce how it could works. ;)
Projects :

Worms armageddon z80 :
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- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
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- 3ème partie : en ligne.
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- Annexe : 100%

Offline Builderboy

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Re: TinyCraft [Axe]
« Reply #248 on: January 16, 2012, 03:26:36 pm »
You could even use the new switch statement!  This seems like one of those opportunities where it would be very useful :D

Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #249 on: January 16, 2012, 04:07:48 pm »
Can you explain more ? Which command you speak ? I'm interested !
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
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Offline Builderboy

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Re: TinyCraft [Axe]
« Reply #250 on: January 16, 2012, 04:23:44 pm »
You should check out the Axe documentation, it has some good info on what  it is and how to use it ^^ There is also a good post by QuigiboHere

Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #251 on: January 16, 2012, 04:25:48 pm »
Yeap, i didn't notice this usefull command, it could be a nice optimisation here. ;)
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline annoyingcalc

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Re: TinyCraft [Axe]
« Reply #252 on: January 16, 2012, 07:58:33 pm »
are there any new screenshots?
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Offline saintrunner

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Re: TinyCraft [Axe]
« Reply #253 on: January 16, 2012, 07:59:56 pm »
Yeah! I'm interested in where my sprites ended up :)
My Sprites Thread   :Updated often :) for your viewing pleasure

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Offline jacobly

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Re: TinyCraft [Axe]
« Reply #254 on: January 17, 2012, 12:40:22 am »
I quickly threw together some tile sprites so that I could show my progress so far. (meaning I don't expect them to be used or anything)