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Omnimaga
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Other Calc-Related Projects and Ideas
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Image Updates
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Topic: Image Updates (Read 9991 times)
0 Members and 2 Guests are viewing this topic.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Image Updates
«
Reply #15 on:
August 06, 2006, 12:28:00 pm »
O_O
O_O
O_O
O_O
O_O
:gah:
:gah:
:gah:
:gah:
:gah:
:wacko:
:wacko:
:wacko:
:wacko:
:wacko:
:bow:
:bow:
:bow:
:bow:
:bow:
wow spelli I worship you
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Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
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This is me. Or maybe not.
Image Updates
«
Reply #16 on:
August 06, 2006, 01:31:00 pm »
thankees ^_^ your kind words honour me
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katmaster
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Image Updates
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Reply #17 on:
August 08, 2006, 05:30:00 pm »
Beautiful.
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lolje
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Posts: 299
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Image Updates
«
Reply #18 on:
August 09, 2006, 12:36:00 am »
O_O
O_O
O_O
!!!wo0Oo0Ot!!! O_O
O_O
O_O
That's definitly the best one I saw from you, Spelli !!! :gah:
:gah:
:gah:
You seem to be kinda uber-owning-psychotic-hardcore-graphic-freak
*
lolje
becomes jealous
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83+/84+ xLIB projects
Age of culture II (~89%)
Contact:
[email protected]
Dragon__lance
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Image Updates
«
Reply #19 on:
August 09, 2006, 03:24:00 pm »
Damn Spellshaper! that title screen looks so sweet! Great job completely,you always amaze me with your work :thumb:
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bfr
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Image Updates
«
Reply #20 on:
August 09, 2006, 03:51:00 pm »
O_O
O_O
O_O
O_O
O_O
O_O
That is incredibly awesome! Excellent work, Spellshaper! :thumbup:
I know who to come to when I need graphics help.
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bfr's website -
http://bfr.tifreakware.net
Halifax
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Posts: 1334
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Image Updates
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Reply #21 on:
August 15, 2006, 05:01:00 pm »
Ok so I got a like quick animated screenshot together but Tilem sucks so it looks slower than it really is on the real calc. I can't fix that. And also the person sprite is messed up cause ima need to edit it which i will do later because this is just a demo to show the NPC routine, engine routine, and scrolling routine.
EDIT: Ok wow make sure that you click on the thumbnail because it really distorts the picture way too much.
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There are 10 types of people in this world-- those that can read binary, and those that can't.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Image Updates
«
Reply #22 on:
August 16, 2006, 05:01:00 am »
wow nice, i noticed the char/ship flickers when moving, if you dont use grayscale you could make it not update the display when displaying the map and only update when displaying the sprite
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Dragon__lance
Guest
Image Updates
«
Reply #23 on:
August 16, 2006, 11:34:00 am »
whoa! Looks amazing Killerplayer! Great work :thumbup:
I like the sprites
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
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This is me. Or maybe not.
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«
Reply #24 on:
August 16, 2006, 11:46:00 am »
neat indeed ^_^
and yes, that flickering can be worked around, like xlibman said.
I have an idea!
What about more realistic acceleration and deceleration?
Like: You press one arrow button and the ship starts moving in that direction until you press the opposite arrow button
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Halifax
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Reply #25 on:
August 16, 2006, 04:37:00 pm »
Yea spellshaper thats a great idea ill try to implement that into the game but umm xlibman i don't understand what ur saying??
EDIT: O wait nvm i get it you mean dont use real(2,etc. and just use real(1,etc. so the sprite is not overwritten by the map right?
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There are 10 types of people in this world-- those that can read binary, and those that can't.
Halifax
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Posts: 1334
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Image Updates
«
Reply #26 on:
August 16, 2006, 04:45:00 pm »
Thicking more closely about wat u were saying spellshaper I found out that it would be hard for me to implement this into the fighting engine without slowing it down significantly because I need to run the AI. O and btw what do you guys think about a 45 sec. loading time.
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There are 10 types of people in this world-- those that can read binary, and those that can't.
Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
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This is me. Or maybe not.
Image Updates
«
Reply #27 on:
August 16, 2006, 10:56:00 pm »
I think xlibman means not updating the screen until everything has been drawn to the buffer.
The real(-54125+functions of xlib that draw sprites have the option not to update the screen. That way, it doesn't flicker.
45sec. loading time for the game or a fight? :wacko:
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Image Updates
«
Reply #28 on:
August 17, 2006, 03:27:00 am »
QuoteBegin-Killerplayer+Aug 16 2006, 11:37 PM-->
QUOTE
(Killerplayer @ Aug 16 2006, 11:37 PM)
Yea spellshaper thats a great idea ill try to implement that into the game but umm xlibman i don't understand what ur saying??
EDIT: O wait nvm i get it you mean dont use real(2,etc. and just use real(1,etc. so the sprite is not overwritten by the map right?
Nonono i mean use 0 instead of 1 when displaying the map for the last argument (which tell xlib if it update LCD immediately or not), check xlib readme for this
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Halifax
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Image Updates
«
Reply #29 on:
August 17, 2006, 02:14:00 pm »
@xlibman yea ur right it works better i tried it
@spellshaper Yes for the game because I have to uncompress matrices and setup lists and strings and variables but I will also be realesing a Galactic that comes with uncompressed matrices that are in programs
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There are 10 types of people in this world-- those that can read binary, and those that can't.
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