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The bigger the better, I guess.
As for map size, I'm not too sure. Usually 64x64 is enough, but for a F-Zero game, it might need 128x128 since game usually goes pretty fast. I didn't like how a lap only lasted 8 seconds in some F-Zero 68K tracks.
The tiles are 64x64 pixels, in case you are interested.Quote from: Silver Shadow on July 29, 2010, 03:25:46 amThe bigger the better, I guess. But I think 128x128 may result in some icky accuracy issues in the integer arithmetic. I will check it out over the weekend (not tomorrow, since I am away). It also uses 4x the storage, but that's 16KB, hardly a concern with the Nspire's enormous 32 MB archive. Hooray for no more memory issues, ever!
Lowering the framerate is easy. It's increasing it that's hard I think I'll write a fast sprite scaling routine next (basically, an integer version of the one in Ndless). This might actually become a game
I know, I wasn't saying it was hard * DJ Omnimaga sighs
If you combine a wallcaster, ceiling caster and floor caster all in one, is that going to be slow?
It all depends if the cosmic rays manage to mutate the blue lobsters.