GAMELEGEND 2020-04-19 06:29 (Edited)

Sit back and watch
Later i will Updare so you chose if you want to set the apples location and or THE FOOD FINDER 2000(name of robot) location

The reason it passes over the food sometimes is because i want it to learn were the food is instead of just stoping on the food if the food was not its destination
Thats also why i have it check for walls even that it cant go there

GAMELEGEND 2020-04-19 06:36 (Edited)

The funny thing is
I downloaded lowres to make retro games(mostly rpgs) and here i am making sorting programs and A.I’s

was8bit 2020-04-19 11:17 (Edited)

Lowres is much more powerful than many realize, it sparks the imagination, and is super fun to explore with :D

GAMELEGEND 2020-04-19 13:47

How powerfull is lowres

was8bit 2020-04-19 14:10

SUB makes it SUPER powerful... variables inside a SUB only exist inside the SUB, and do not interfere with same named variables outside the sub... GLOBAL defined variables are the only ones that are the same inside and outside a SUB... you can even use DIM inside a sub ;)

Also, you can input value to a SUB, either actual numbers or variables..


Note firstly that you can reuse the same SUB with different input variables..

Second, inside the subm X Y get changed... this changes the outside variables used in the CALL, so the first CALL, PX,PY get changed, in the second call EX,EY get changed

was8bit 2020-04-19 14:11

PEEK POKE COPY etc are also powereful in that they allow to edit the actual game active memory in real time! How many gamemakers let you tinker with the actual working part of their gamemaker?

was8bit 2020-04-19 14:12 (Edited)

Also notice that CHAR DESIGNER, BG DESIGNER etc are written in lowres code... YOU too can write your own custom TOOLS that allow you to access and edit the files 1-15 at the bottom of the games ;)

was8bit 2020-04-19 14:23

COPY lets you move data from files to active memory, and also move active memory to other active memory... as does PEEK but COPY does a whole bunch at once...

For example, you can animate by simply changing the CELL manually, CELL X,Y,10 BUT, lets say you have lots of said CELLS that will be animated the same way... in this case, say CELL 10 is water, rather than going thru changing all waters cells, simply change the graphic for character 10 using POKE and presto, ALL cell 10's on the screen show the new graphic...

Check this out...

was8bit 2020-04-19 14:34

Remembering that $8000 is the starting active memory for the games characters, and each character is 16 bits big... and this method,rewrites the memory so a back up copy of the original cells are needed,,here is an example :)

was8bit 2020-04-19 14:36 (Edited)

You need to remember that variables used only inside a SUB do NOT remember or keep their values from one call to the next call, so the timing index IANI has to exist outside the SUB

was8bit 2020-04-19 14:37

Gotta go, which catcha later :)

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