Retro Lord Posted June 28, 2015 Share Posted June 28, 2015 First of all I'd like to thank atari2600land for his work on his tapeworm game. It gave me huge information on how to deal with pfpixels. So I decided I wanted to do a snake game too, but this one will have something no other snake game has on the 2600. An actual head on the snake. I got the game licked I think, my only bug is that after you've grown a bit long your tail breaks off...I can't figure out why. Any ideas? Screenshot of the snakes very cool face: Bin : Anaconda.bin Source : Anaconda.bas Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted June 29, 2015 Author Share Posted June 29, 2015 Okay, I found a solution to the problem. Now, in this version of "Snake" you eat people. And people move around so you have to chase them and eat them. Now, I have setup level 2 as bit of a maze and I was wondering if there is any elegant solution for preventing player0 from overlapping the walls? The first level is just a big empty square so there I have events that prevents player0 from going outside the screen by seeing if player0 is greater or lesser then certain x and y positions and if greater or lesser player0 is sent back to the last location. Like this: if player0x<20 then player0x=20 if player0x>135 then player0x=135 if player0y<20 then player0y=20 if player0y>80 then player0y=80 This is the movement code for the snake and the human. Player1 is the snake, player0 is the human: if c>30 && d=1 then u=(rand&3) : e=e+1 : f=f-1 : i=i+1 : h=h+1 : missile1x=missile1x-4 if c>30 && d=2 then u=(rand&3) : e=e+1 : f=f+1 : i=i+1 : h=h+1 : missile1x=missile1x+4 if c>30 && d=3 then u=(rand&3) : e=e+1 : g=g-1 : i=i+1 : h=h+1 : missile1y=missile1y-8 if c>30 && d=4 then u=(rand&3) : e=e+1 : g=g+1 : i=i+1 : h=h+1 : missile1y=missile1y+8 if c>30 then the snake moves 1 square. and u is selecting a random direction for the human to go too. This is the u values for the human: if u=0 then player0x=player0x+8 : u=4 if u=1 then player0x=player0x-8 : u=4 if u=2 then player0y=player0y+8 : u=4 if u=3 then player0y=player0y-8 : u=4 When u=4 then the human stands still. Any tips on how to get a wall detection system for the human? My own idea would be something like: if u=0 && collision(player0,playfield) then player0x=player0x-8 : u=4 if u=1 && collision(player0,playfield) then player0x=player0x+8 : u=4 if u=2 && collision(player0,playfield) then player0y=player0y-8 : u=4 if u=3 && collision(player0,playfield) then player0y=player0y+8 : u=4 Demo: Anaconda.bas.bin Source: Anaconda.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 29, 2015 Share Posted June 29, 2015 I made a Tapeworm-like game? Wow. I forgot. Anyway, I have some suggestions. Why not just move the human by one pixel instead of eight? Then you could use a wall-bouncing off of technique or something like this: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#find_border_coordinates Also, I can't start a new game. Is there a way to restart the game after you die? How many lives do you get? A life counter would be nice. The one-pixel wide gap in the second maze is too narrow for my snake to get into. Try making the gap two or even three pixels wide instead of just one. Animation on the player running away from the snake would be good. Also, I found a little bug. You remind me of me back when I was programming a ton of games all at once. Then I learned to just limit yourself to one or two games at once. Then when you've COMPLETED a game, THEN move on to a new project. People will appreciate that better. Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted June 29, 2015 Author Share Posted June 29, 2015 Yeah it's all pretty early so things are very basic and makeshift.I'll try out your idea with the +-1 movement instead and see how that goes. Extra lives are coming later on, and a better maze too. Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted June 29, 2015 Author Share Posted June 29, 2015 Hm, got it working somewhat now. There are a few times when the human still runs and hides in the walls but most times he bounces of them. Demo : Anaconda.bas.bin Source : Anaconda.bas Code: set kernel_options no_blank_lines dim level=p dim _P0_L_R = player0x.v dim _P0_U_D = player0y.w rem turn on smartbranching set smartbranching on level=1 rem a, b, c, d, e, f, g, h, i, k, l, m, n, o, s, t, u begin_level pfclear d=0 e=1 a=2 : b=1 c=1 : f=2 : g=1 h=10 : i=1 u=4 missile1x=26 : missile1y=15 k=0 : l=0 : m=0 : n=0 : o=0 q=0 : z{1}=0 s=2 : t=11 level_designs if level=1 then goto level_1 if level=2 then goto level_2 level_1 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player0: %00000000 %00100100 %00100100 %00011000 %01011010 %00111100 %00000000 %00011000 %00011000 end goto get_man_y level_2 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X XXXXXXXXXX...XXXXXX...XXXXXXXXXX XXXXXXXXXX...XXXXXX...XXXXXXXXXX XXXXXXXXXX...XXXXXX...XXXXXXXXXX X............XXXXXX............X X............XXXXXX............X X............XXXXXX............X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end get_man_y if !z{0} then player0y=rand if player0y<15 then goto get_man_y if player0y>80 then goto get_man_y get_man_x if !z{0} then player0x=rand if player0x<20 then goto get_man_x if player0x>135 then goto get_man_x z{0}=1 main if q=10 then level=level+1 : goto begin_level rem snakeface down if d=4 then player1: %00111100 %01000010 %10000001 %10100101 %11111111 %11011011 %10111101 %11111111 %01111110 end rem snakeface up if d=3 then player1: %00111100 %01111110 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %01111110 end rem snakface right if d=2 then player1: %00111100 %01110010 %11100000 %11100001 %11110111 %11111101 %11111011 %11111111 %01111110 end if d=1 then player1: %00111100 %01001110 %00000111 %10000111 %11101111 %10111111 %11011111 %11111111 %01111110 end scorecolor=$D6 COLUPF=$D6 : COLUBK=$00 : COLUP1=$22 if level=1 then COLUP0=64 if level=2 then COLUP0=64 if joy0left then d=1 if joy0right then d=2 if joy0up then d=3 if joy0down then d=4 if d>0 then c=c+5 pfpixel f g on if !z{0} then goto get_man_y drawscreen if z{1} then r=r+1 if z{1} && r<20 then AUDV0=6 : AUDC0=12 : AUDF0=10 if z{1} && r>20 then r=0 : z{1}=0 : AUDV0=0 if d=1 && i=1 && c>30 then k{0}=1 if d=2 && i=1 && c>30 then k{1}=1 if d=3 && i=1 && c>30 then k{2}=1 if d=4 && i=1 && c>30 then k{3}=1 if d=1 && i=2 && c>30 then k{4}=1 if d=2 && i=2 && c>30 then k{5}=1 if d=3 && i=2 && c>30 then k{6}=1 if d=4 && i=2 && c>30 then k{7}=1 if d=1 && i=3 && c>30 then l{0}=1 if d=2 && i=3 && c>30 then l{1}=1 if d=3 && i=3 && c>30 then l{2}=1 if d=4 && i=3 && c>30 then l{3}=1 if d=1 && i=4 && c>30 then l{4}=1 if d=2 && i=4 && c>30 then l{5}=1 if d=3 && i=4 && c>30 then l{6}=1 if d=4 && i=4 && c>30 then l{7}=1 if d=1 && i=5 && c>30 then m{0}=1 if d=2 && i=5 && c>30 then m{1}=1 if d=3 && i=5 && c>30 then m{2}=1 if d=4 && i=5 && c>30 then m{3}=1 if d=1 && i=6 && c>30 then m{4}=1 if d=2 && i=6 && c>30 then m{5}=1 if d=3 && i=6 && c>30 then m{6}=1 if d=4 && i=6 && c>30 then m{7}=1 if d=1 && i=7 && c>30 then n{0}=1 if d=2 && i=7 && c>30 then n{1}=1 if d=3 && i=7 && c>30 then n{2}=1 if d=4 && i=7 && c>30 then n{3}=1 if d=1 && i=8 && c>30 then n{4}=1 if d=2 && i=8 && c>30 then n{5}=1 if d=3 && i=8 && c>30 then n{6}=1 if d=4 && i=8 && c>30 then n{7}=1 if d=1 && i=9 && c>30 then o{0}=1 if d=2 && i=9 && c>30 then o{1}=1 if d=3 && i=9 && c>30 then o{2}=1 if d=4 && i=9 && c>30 then o{3}=1 if d=1 && i=10 && c>30 then o{4}=1 if d=2 && i=10 && c>30 then o{5}=1 if d=3 && i=10 && c>30 then o{6}=1 if d=4 && i=10 && c>30 then o{7}=1 if i>s then i=1 if c>30 && d=1 then e=e+1 : f=f-1 : i=i+1 : h=h+1 : missile1x=missile1x-4 if c>30 && d=2 then e=e+1 : f=f+1 : i=i+1 : h=h+1 : missile1x=missile1x+4 if c>30 && d=3 then e=e+1 : g=g-1 : i=i+1 : h=h+1 : missile1y=missile1y-8 if c>30 && d=4 then e=e+1 : g=g+1 : i=i+1 : h=h+1 : missile1y=missile1y+8 j=j+1 if j=30 then u=(rand&3) : j=0 if d=2 then player1x=missile1x : player1y=missile1y+1 if d=3 then player1x=missile1x-3 : player1y=missile1y if d=4 then player1x=missile1x-3 : player1y=missile1y+7 if d=1 then player1x=missile1x-6 : player1y=missile1y+1 if u=0 then _P0_L_R=_P0_L_R+0.30 if u=1 then _P0_L_R=_P0_L_R-0.30 if u=2 then _P0_U_D=_P0_U_D+0.30 if u=3 then _P0_U_D=_P0_U_D-0.30 if u=0 && collision(player0,playfield) then u=1 if u=1 && collision(player0,playfield) then u=0 if u=2 && collision(player0,playfield) then u=3 if u=3 && collision(player0,playfield) then u=2 if player0x<20 then player0x=20 if player0x>135 then player0x=135 if player0y<20 then player0y=20 if player0y>80 then player0y=80 if c>30 && pfread(f,g) then goto begin_level if c>30 then c=0 if collision(player1,player0) then u=(rand&3) : score=score+1 : q=q+1 : z{0}=0 : z{1}=1 : s=s+1 : t=t+1 if c=0 && e>s then pfpixel a b off : e=50 : goto read_pf if d>0 && c<10 then AUDV1=6 : AUDC1=1 : AUDF1=15 else AUDV1=0 goto main read_pf if h>t then h=10 if h=10 then goto read_pf_k if h=11 then goto read_pf_l if h=12 then goto read_pf_m if h=13 then goto read_pf_n if h=14 then goto read_pf_o if h=15 then goto read_pf_p if h=16 then goto read_pf_q if h=17 then goto read_pf_r if h=18 then goto read_pf_s if h=19 then goto read_pf_t read_pf_k if k{0} then a=a-1 if k{1} then a=a+1 if k{2} then b=b-1 if k{3} then b=b+1 k{0}=0 : k{1}=0 : k{2}=0 : k{3}=0 goto main read_pf_l if k{4} then a=a-1 if k{5} then a=a+1 if k{6} then b=b-1 if k{7} then b=b+1 k{4}=0 : k{5}=0 : k{6}=0 : k{7}=0 goto main read_pf_m if l{0} then a=a-1 if l{1} then a=a+1 if l{2} then b=b-1 if l{3} then b=b+1 l{0}=0 : l{1}=0 : l{2}=0 : l{3}=0 goto main read_pf_n if l{4} then a=a-1 if l{5} then a=a+1 if l{6} then b=b-1 if l{7} then b=b+1 l{4}=0 : l{5}=0 : l{6}=0 : l{7}=0 goto main read_pf_o if m{0} then a=a-1 if m{1} then a=a+1 if m{2} then b=b-1 if m{3} then b=b+1 m{0}=0 : m{1}=0 : m{2}=0 : m{3}=0 goto main read_pf_p if m{4} then a=a-1 if m{5} then a=a+1 if m{6} then b=b-1 if m{7} then b=b+1 m{4}=0 : m{5}=0 : m{6}=0 : m{7}=0 goto main read_pf_q if n{0} then a=a-1 if n{1} then a=a+1 if n{2} then b=b-1 if n{3} then b=b+1 n{0}=0 : n{1}=0 : n{2}=0 : n{3}=0 goto main read_pf_r if n{4} then a=a-1 if n{5} then a=a+1 if n{6} then b=b-1 if n{7} then b=b+1 n{4}=0 : n{5}=0 : n{6}=0 : n{7}=0 goto main read_pf_s if o{0} then a=a-1 if o{1} then a=a+1 if o{2} then b=b-1 if o{3} then b=b+1 o{0}=0 : o{1}=0 : o{2}=0 : o{3}=0 goto main read_pf_t if o{4} then a=a-1 if o{5} then a=a+1 if o{6} then b=b-1 if o{7} then b=b+1 o{4}=0 : o{5}=0 : o{6}=0 : o{7}=0 goto main Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted June 29, 2015 Author Share Posted June 29, 2015 Hm, I skipped having moving humans, they are instead stationary, but they turn red sometimes and you can't eat them when they are red, they'll kill you. I put in 3 levels but it dosn't really work switching between them when you get 10 points, no idea why...Any pointers? set kernel_options no_blank_lines dim level=p dim _P0_L_R = player0x.v dim _P0_U_D = player0y.w rem turn on smartbranching set smartbranching on c=1 rem a, b, c, d, e, f, g, h, i, k, l, m, n, o, s, t, u begin_level pfclear d=0 e=1 a=2 : b=1 f=2 : g=1 h=10 : i=1 missile1x=26 : missile1y=15 k=0 : l=0 : m=0 : n=0 : o=0 q=0 : z{1}=0 s=2 : t=11 level_designs if level=1 then goto level_1 if level=2 then goto level_2 if level=3 then goto level_3 level_1 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player0: %00000000 %00000000 %00100100 %00011000 %00111100 %00000000 %00011000 %00011000 end goto get_man_y level_2 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X....X....................X....X X....XXXXXXXXXXXXXXXXXXXXXX....X X....X....................X....X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end level_3 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X....XXXXXXXXX...X.........X...X X....X.......X...X.........X...X X....X.......X...XXXXXXXXXXX...X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end get_man_y if !z{0} then player0y=rand if player0y<15 then goto get_man_y if player0y>80 then goto get_man_y get_man_x if !z{0} then player0x=rand if player0x<20 then goto get_man_x if player0x>135 then goto get_man_x z{0}=1 main if q=10 then level=level+1 : goto begin_level rem snakeface down if d=4 then player1: %00111100 %01000010 %10000001 %10100101 %11111111 %11011011 %10111101 %11111111 %01111110 end rem snakeface up if d=3 then player1: %00111100 %01111110 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %01111110 end rem snakface right if d=2 then player1: %00111100 %01110010 %11100000 %11100001 %11110111 %11111101 %11111011 %11111111 %01111110 end if d=1 then player1: %00111100 %01001110 %00000111 %10000111 %11101111 %10111111 %11011111 %11111111 %01111110 end scorecolor=$D6 COLUPF=$D6 : COLUBK=$00 : COLUP1=$22 if joy0left then d=1 if joy0right then d=2 if joy0up then d=3 if joy0down then d=4 if d>0 then c=c+5 pfpixel f g on if !z{0} then goto get_man_y drawscreen if d=1 && i=1 && c>30 then k{0}=1 if d=2 && i=1 && c>30 then k{1}=1 if d=3 && i=1 && c>30 then k{2}=1 if d=4 && i=1 && c>30 then k{3}=1 if d=1 && i=2 && c>30 then k{4}=1 if d=2 && i=2 && c>30 then k{5}=1 if d=3 && i=2 && c>30 then k{6}=1 if d=4 && i=2 && c>30 then k{7}=1 if d=1 && i=3 && c>30 then l{0}=1 if d=2 && i=3 && c>30 then l{1}=1 if d=3 && i=3 && c>30 then l{2}=1 if d=4 && i=3 && c>30 then l{3}=1 if d=1 && i=4 && c>30 then l{4}=1 if d=2 && i=4 && c>30 then l{5}=1 if d=3 && i=4 && c>30 then l{6}=1 if d=4 && i=4 && c>30 then l{7}=1 if d=1 && i=5 && c>30 then m{0}=1 if d=2 && i=5 && c>30 then m{1}=1 if d=3 && i=5 && c>30 then m{2}=1 if d=4 && i=5 && c>30 then m{3}=1 if d=1 && i=6 && c>30 then m{4}=1 if d=2 && i=6 && c>30 then m{5}=1 if d=3 && i=6 && c>30 then m{6}=1 if d=4 && i=6 && c>30 then m{7}=1 if d=1 && i=7 && c>30 then n{0}=1 if d=2 && i=7 && c>30 then n{1}=1 if d=3 && i=7 && c>30 then n{2}=1 if d=4 && i=7 && c>30 then n{3}=1 if d=1 && i=8 && c>30 then n{4}=1 if d=2 && i=8 && c>30 then n{5}=1 if d=3 && i=8 && c>30 then n{6}=1 if d=4 && i=8 && c>30 then n{7}=1 if d=1 && i=9 && c>30 then o{0}=1 if d=2 && i=9 && c>30 then o{1}=1 if d=3 && i=9 && c>30 then o{2}=1 if d=4 && i=9 && c>30 then o{3}=1 if d=1 && i=10 && c>30 then o{4}=1 if d=2 && i=10 && c>30 then o{5}=1 if d=3 && i=10 && c>30 then o{6}=1 if d=4 && i=10 && c>30 then o{7}=1 if i>s then i=1 if c>30 && d=1 then e=e+1 : f=f-1 : i=i+1 : h=h+1 : missile1x=missile1x-4 if c>30 && d=2 then e=e+1 : f=f+1 : i=i+1 : h=h+1 : missile1x=missile1x+4 if c>30 && d=3 then e=e+1 : g=g-1 : i=i+1 : h=h+1 : missile1y=missile1y-8 if c>30 && d=4 then e=e+1 : g=g+1 : i=i+1 : h=h+1 : missile1y=missile1y+8 if d=2 then player1x=missile1x : player1y=missile1y+1 if d=3 then player1x=missile1x-3 : player1y=missile1y if d=4 then player1x=missile1x-3 : player1y=missile1y+7 if d=1 then player1x=missile1x-6 : player1y=missile1y+1 j=j+1 if j=60 then u=(rand&3) : j=0 if u=0 then COLUP0=$2E if u=1 then COLUP0=$2E if u=2 then COLUP0=$42 if u=3 then COLUP0=$2E if collision(player0,playfield) then player0x=rand : player0y=rand if player0x<20 then player0x=rand : player0y=rand if player0x>135 then player0x=rand : player0y=rand if player0y<10 then player0x=rand : player0y=rand if player0y>80 then player0x=rand : player0y=rand if c>30 && pfread(f,g) then goto begin_level if c>30 then c=0 if collision(player1,player0) && u=0 then score=score+1 : q=q+1 : z{0}=0 : z{1}=1 : s=s+1 : t=t+1 if collision(player1,player0) && u=1 then score=score+1 : q=q+1 : z{0}=0 : z{1}=1 : s=s+1 : t=t+1 if collision(player1,player0) && u=3 then score=score+1 : q=q+1 : z{0}=0 : z{1}=1 : s=s+1 : t=t+1 if collision(player1,player0) && u=2 then reboot if c=0 && e>s then pfpixel a b off : e=50 : goto read_pf if d>0 && c<10 then AUDV1=6 : AUDC1=1 : AUDF1=15 else AUDV1=0 goto main read_pf if h>t then h=10 if h=10 then goto read_pf_k if h=11 then goto read_pf_l if h=12 then goto read_pf_m if h=13 then goto read_pf_n if h=14 then goto read_pf_o if h=15 then goto read_pf_p if h=16 then goto read_pf_q if h=17 then goto read_pf_r if h=18 then goto read_pf_s if h=19 then goto read_pf_t read_pf_k if k{0} then a=a-1 if k{1} then a=a+1 if k{2} then b=b-1 if k{3} then b=b+1 k{0}=0 : k{1}=0 : k{2}=0 : k{3}=0 goto main read_pf_l if k{4} then a=a-1 if k{5} then a=a+1 if k{6} then b=b-1 if k{7} then b=b+1 k{4}=0 : k{5}=0 : k{6}=0 : k{7}=0 goto main read_pf_m if l{0} then a=a-1 if l{1} then a=a+1 if l{2} then b=b-1 if l{3} then b=b+1 l{0}=0 : l{1}=0 : l{2}=0 : l{3}=0 goto main read_pf_n if l{4} then a=a-1 if l{5} then a=a+1 if l{6} then b=b-1 if l{7} then b=b+1 l{4}=0 : l{5}=0 : l{6}=0 : l{7}=0 goto main read_pf_o if m{0} then a=a-1 if m{1} then a=a+1 if m{2} then b=b-1 if m{3} then b=b+1 m{0}=0 : m{1}=0 : m{2}=0 : m{3}=0 goto main read_pf_p if m{4} then a=a-1 if m{5} then a=a+1 if m{6} then b=b-1 if m{7} then b=b+1 m{4}=0 : m{5}=0 : m{6}=0 : m{7}=0 goto main read_pf_q if n{0} then a=a-1 if n{1} then a=a+1 if n{2} then b=b-1 if n{3} then b=b+1 n{0}=0 : n{1}=0 : n{2}=0 : n{3}=0 goto main read_pf_r if n{4} then a=a-1 if n{5} then a=a+1 if n{6} then b=b-1 if n{7} then b=b+1 n{4}=0 : n{5}=0 : n{6}=0 : n{7}=0 goto main read_pf_s if o{0} then a=a-1 if o{1} then a=a+1 if o{2} then b=b-1 if o{3} then b=b+1 o{0}=0 : o{1}=0 : o{2}=0 : o{3}=0 goto main read_pf_t if o{4} then a=a-1 if o{5} then a=a+1 if o{6} then b=b-1 if o{7} then b=b+1 o{4}=0 : o{5}=0 : o{6}=0 : o{7}=0 goto main Source: Anaconda.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 29, 2015 Share Posted June 29, 2015 (edited) I liked the moving humans better. As to the level changing, try putting "dim level=z" in your code. This will make you lose the z variable, though. EDIT: You're already doing that. Edited June 29, 2015 by atari2600land Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 29, 2015 Share Posted June 29, 2015 I think I solved it. Try putting the line "goto get_man_y" after the playfield screen for level 2 and before level 3's. Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted June 29, 2015 Share Posted June 29, 2015 in the 3rd version, the Anaconda will actually run off the bottom of the screen and return back thru the top but not thru the left or right side wrap-around.....is this a bug? Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted June 30, 2015 Author Share Posted June 30, 2015 Thanks for the help atari2600land. Yes, Arenafoot, it's a bug. this demo is all a bug-infested mess, I mostly focus on the key stuff and leave most bugs that aren't totally gamebreaking for last. 1 Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 1, 2015 Author Share Posted July 1, 2015 I'm killing this project, I don't really have any ambition on completing it, I just wanted to see what I could do and share my findings so that others hopefully has some use of it. Use the source if you want =) Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted July 2, 2015 Share Posted July 2, 2015 bummer Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 2, 2015 Author Share Posted July 2, 2015 I'm simply to inexperienced with pfpixels and I need alot more work with them to figure them out completely. Quote Link to comment Share on other sites More sharing options...
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