Author Topic: Aura  (Read 32775 times)

0 Members and 2 Guests are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Aura
« Reply #15 on: August 14, 2005, 01:39:00 pm »
much more easier and faster, just a few bytes bigger (about 20)

dysfunction

  • Guest
Aura
« Reply #16 on: August 16, 2005, 03:24:00 am »
Actually strings would have been easier, but lists are faster, and that's what I need. Well, I've been working a LOT on the battle engine, and here's the results so far:

user posted image

As you can see there are two enemies so far, the slug thing doesnt do much except follow you around, but the bird thing will divebomb you if it gets close. Only problem is it sometimes doesn't pull out of the dive, but I'm working on that.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Aura
« Reply #17 on: August 16, 2005, 03:33:00 am »
look really awesome, the enemies alerady seems to have some AI, I guess it also run faster on calc right?  

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Aura
« Reply #18 on: August 16, 2005, 05:36:00 am »
Looks nice. :)smile.gif

On the different hit detection methods... I have run all three, and I have not seen much, if any, speed difference between strings and lists. I guess it might depend on how you are implementing that detection...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

dysfunction

  • Guest
Aura
« Reply #19 on: August 16, 2005, 06:00:00 am »
Lists are ponly faster in this application, because for strings i would have to convert real numbers into strings. Let's say i wanted to convert 8 into a string:

First i would have a string like this:

"0123456789"->Str1

Now,  8->S. Sub(Str1,S,1) will of course, return "8". Simple, but slow, especially when I have to have numbers abovw 10 (this complicates matters a lot.)

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Aura
« Reply #20 on: August 16, 2005, 06:07:00 am »
I see. I guess it is because of an asm program that you are using that you have to have numbers? I am using letters for AODR, because I have around 20 different tiles... But then, the only asm program I am using is Codex, for archive/unarchive...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

crzyrbl

  • Guest
Aura
« Reply #21 on: August 16, 2005, 06:10:00 am »
w0w, that looks awsome, keep up the good work!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Aura
« Reply #22 on: August 16, 2005, 06:13:00 am »
i think in strs he had to convert to numbers with expr( which was slow

arti

  • Guest
Aura
« Reply #23 on: August 16, 2005, 07:18:00 am »
QuoteBegin-dysfunction+16 August 2005, 10:24-->
QUOTE (dysfunction @ 16 August 2005, 10:24)
Actually strings would have been easier, but lists are faster, and that's what I need. Well, I've been working a LOT on the battle engine, and here's the results so far:

user posted image

As you can see there are two enemies so far, the slug thing doesnt do much except follow you around, but the bird thing will divebomb you if it gets close. Only problem is it sometimes doesn't pull out of the dive, but I'm working on that.  

 That looks very good. I'm tempted more and more to get an 83+ :)smile.gif

You did an awesome job with the sprites, esp. since they are monochrome.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Aura
« Reply #24 on: August 16, 2005, 07:28:00 am »
hmm now that I look at it, what is the arrow that sometimes appear and move aruond on the screen?

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Aura
« Reply #25 on: August 16, 2005, 07:34:00 am »
That is strange... Maybe the direction of travel?
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

arti

  • Guest
Aura
« Reply #26 on: August 16, 2005, 07:39:00 am »
Maybe it's the attack ray.

crzyrbl

  • Guest
Aura
« Reply #27 on: August 16, 2005, 07:40:00 am »
weapon maybe?

edit;
beat me to it...

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Aura
« Reply #28 on: August 16, 2005, 07:43:00 am »
at first I though this was an enemy selector but the second time it appeared it started moving  

dysfunction

  • Guest
Aura
« Reply #29 on: August 17, 2005, 05:06:00 am »
Yes, it's an attack beam, I just had an extremely makeshift sprite for it, and no firing animation.