Author Topic: Wormsblock [Axe]  (Read 23214 times)

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Offline Deep Toaster

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Re: Axe parser game
« Reply #60 on: June 19, 2011, 11:52:46 am »
This is really late, but wow, just saw the screenies. Looking amazing! I'll try this later.
« Last Edit: June 19, 2011, 11:52:55 am by Deep Thought »




Offline mrmprog

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Re: Axe parser game
« Reply #61 on: June 19, 2011, 12:04:58 pm »
LOL, this looks really nice. The screenies made me laugh just watching. Keep it up!

Offline Munchor

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Re: Axe parser game
« Reply #62 on: June 19, 2011, 12:13:31 pm »
Actually, this would have been a great contest entry :D

Offline Progammer

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Re: Axe parser game
« Reply #63 on: June 19, 2011, 01:06:21 pm »
Ok So I will remove the inversion .. Thank's all for your support !
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

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Offline p2

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Re: Axe parser game
« Reply #64 on: June 20, 2011, 10:10:10 am »
New idea for Wormsblock 2:
Sounds!
Would it be possible to integrate sounds into the game?
(When jumping or while falling down)

I'm still working at the maps.
will be ready soon.
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Offline Progammer

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Re: Axe parser game
« Reply #65 on: June 20, 2011, 10:35:51 am »
OK :) well I don't know anything about sounds :/
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

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Offline p2

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Re: Axe parser game
« Reply #66 on: June 20, 2011, 10:40:53 am »
http://ourl.ca/6263
That's the best posibillity to make it.

But I don't know how to run the sound-program while playing.
There you'll have to ask someone else.

Ask the Axe-developpers.
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Offline Michael_Lee

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Re: Axe parser game
« Reply #67 on: June 20, 2011, 11:07:35 am »
You don't need anything complex like the MIDI to Axe converter - just use 'Freq(' commands.
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Offline p2

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Re: Axe parser game
« Reply #68 on: June 20, 2011, 11:35:24 am »
but it's not easy to make good sounds with freq(
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Offline Michael_Lee

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Re: Axe parser game
« Reply #69 on: June 20, 2011, 11:41:19 am »
Not really.  It just takes a little bit of experimentation to get decent sound-effects.

I think Axe comes with a demo of its sound effects that you could look at.

Sound-tracks and actual music would be hard though, I agree.
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Re: Axe parser game
« Reply #70 on: June 20, 2011, 03:04:25 pm »
Can somebody make a screenie of v1.2 please ? I don't know how to do it ...
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

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Offline p2

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Re: Axe parser game
« Reply #71 on: June 21, 2011, 03:51:14 am »
For a screenie you'll have to ask Hayleia.
Hayleia uses Wabbitemu for it.

Why don't you make a special versions for Mirage and for Doors?
Then you can write the mirage-tag into your program.
::"Wormsblock v1.2 at the beginning of the program.
In Mirage is this text will be shown the bottom if you chose WORMSBLOC.
Now, there's shown nothing.
Spoiler For Spoiler:
There where is written "My BASIC program"

But I don't know if the program will run on Doors if you add the mirage-tag to it.
That's why you'll maybe need a special version for DoorsCS.

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Offline Hayleia

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Re: Axe parser game
« Reply #72 on: June 21, 2011, 06:51:49 am »
For a screenie you'll have to ask Hayleia.
Hayleia uses Wabbitemu for it.
Why don't you make a special versions for Mirage and for Doors?
Then you can write the mirage-tag into your program.
::"Wormsblock v1.2 at the beginning of the program.
In Mirage is this text will be shown the bottom if you chose WORMSBLOC.
Now, there's shown nothing.
But I don't know if the program will run on Doors if you add the mirage-tag to it.
That's why you'll maybe need a special version for DoorsCS.
Ok, I'm here, making a screenie of 1.2 Version.
Making a special version for DoorsCS is useless as it runs every program (Ion,Mos,NoShell,etc)
"::"Wormsblock v1.2 at the beginning of the program" is for Basic programs, not Axe so it won't work.
« Last Edit: June 23, 2011, 06:38:57 am by Hayleia »
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Offline p2

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Re: Axe parser game
« Reply #73 on: June 21, 2011, 10:59:55 am »
Yoe, you're right.
I've noticed that it was just possible at my TI because I've actiwated Deutsch, xLib, ... at the same time.
That's why someting is a bit strange on my TI.
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Re: Axe parser game
« Reply #74 on: June 21, 2011, 12:47:11 pm »
It's actually possible in Axe too.  Here's what you do:
Make the first line of your code like this: period, program name, space, description
You can also add an icon to your program with the Icon command. :)
Example of this program with a completely black image:
Spoiler For Spoiler:
There where is written "My BASIC program"
Code: [Select]
.MYBASIC My BASIC Program
Icon(FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF)

You will need a separate version for Mirage and DCS if you want the icon, but if you only care about the description you can compile it for Ion and run it from the homescreen or in any shell.  That's why I always compile my programs for Ion.
« Last Edit: June 21, 2011, 12:48:48 pm by ztrumpet »