How can I display a user pic variable, i.e. Pic1, in Axe? I know you need to use [Pic1r] -> Pointer, but when I try to display it using Copy(Pointer,L6) the screen is filled with junk. Can someone give me some example code? Thanks
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Show posts MenuQuote from: 123outerme on June 22, 2017, 07:43:42 PMQuote from: mazhat on June 21, 2017, 10:51:40 PMThanks! I bet you enjoy your map maker as much as I'm enjoying mine so far. It really is a breeze compared to what I used to have. I've made 2 worlds' worth of maps in just 3 days, which is more than I've made in an entire month!
Awesome map editor!
I have one for my project MOS.
For big maps the paint style is really helpful,
you can scribble around and make the world look natural.
Paint-style would just be a bit much for such a small map; Therefore if it works, it works.
My friend made a map editor for on-calc programs.
It's great for things such as this, but it only has 1 tile type besides for empty as of last week.
Here's the latest screenshot showing all the game features. Shows all the features implemented. The only thing left to do is implement maps!
Quote from: Unicorn on June 07, 2017, 04:57:01 AMQuote from: Switchblade on April 21, 2017, 01:06:37 AMDoes an andriod OS in a vm run well, @Switchblade?
I use several operating systems. I normally run Windows 10, Ubuntu and Kali Linux nearly the same, Zorin OS very little, and Pinguy OS, Elementary OS, and RemixOS pretty much nil. All except Windows 10 are VM's though
Quote from: Pieman7373 on May 27, 2017, 01:53:51 AMQuote from: c4ooo on May 26, 2017, 10:13:52 PMThe tilemap data cant even be checked while i am moving around, so i have to hardcode boundaries and actions based on coordinates (a good 1/3 of my code is just that)
I didnt mean collision array I mean one boolean value for each tile. Then if you have a tile with ID 5, you check if the 5th element is true / false. This is the fastest / most efficient method possible.
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