Author Topic: N sprites  (Read 15165 times)

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Offline kalan_vod

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N sprites
« Reply #30 on: April 30, 2006, 09:49:00 am »
Wow, and what are the sizes of those? I think they look great, and you just about covered everything.

Offline Spellshaper

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« Reply #31 on: April 30, 2006, 10:07:00 am »
this game pwns even though it's not even done W00T!!! :worship:

*drool* *Spellshaper

Liazon

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N sprites
« Reply #32 on: April 30, 2006, 10:46:00 am »
QuoteBegin-kalan_vod+Apr 30 2006, 03:49 PM-->
QUOTE (kalan_vod @ Apr 30 2006, 03:49 PM)
Wow, and what are the sizes of those? I think they look great, and you just about covered everything.

8x8

@SpellShaper:  Maybe I'll port to 83+ later when I'm done with everything else.  Of course, axcho on UTI could always use these sprites for his own ASM version.

tenniskid493

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« Reply #33 on: April 30, 2006, 11:10:00 am »
QuoteBegin-Spellshaper+Apr 30 2006, 09:07 PM-->
QUOTE (Spellshaper @ Apr 30 2006, 09:07 PM)
:worship:

We really need the worship smiley again, I'll see what I can do.

This game looks sweet!!! :)smile.gif

Offline DJ Omnimaga

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N sprites
« Reply #34 on: April 30, 2006, 02:09:00 pm »
wow this look nice, I like the sprites a lot

crzyrbl

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« Reply #35 on: April 30, 2006, 04:43:00 pm »
muy bien! me gusto mucho! why am i speaking spanish!

Offline Spellshaper

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« Reply #36 on: April 30, 2006, 10:25:00 pm »
QuoteBegin-Liazon+Apr 30 2006, 11:46 PM-->
QUOTE (Liazon @ Apr 30 2006, 11:46 PM)
@SpellShaper:  Maybe I'll port to 83+ later when I'm done with everything else.  Of course, axcho on UTI could always use these sprites for his own ASM version.  

 kewl :)smile.gif

Alex

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N sprites
« Reply #37 on: May 01, 2006, 07:28:00 am »
Hi Liazon! Your 89 project is very exciting and ambitious. I suggest you take a look at Jumpman for the Atari 800/C64 for a more simple model of the type of game you want to make. http://en.wikipedia.org/wiki/Jumpman

I voted no on the scrolling because for a game with such dynamic gameplay, the LCD would be too blury.

I wish you all the best in your TI-89 pursuits! :)smile.gif

- Alex

Offline kalan_vod

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« Reply #38 on: May 01, 2006, 07:35:00 am »
Yeah that looks pretty sweet, but too much like Donkey Kong :Ptongue.gif

Liazon

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« Reply #39 on: May 01, 2006, 08:04:00 am »
Alex: thanks for the input.  Though I do feel that 12 tiles high and 20 tiles wide is kind of small for N-Game.  It would be kind of hard to die :D

I'll have to see though.  Lately I've just been brainstorming some math models for the movement, but it seems that every model has a considerable flaw.  I'll have to work at it a bit.

Offline kalan_vod

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« Reply #40 on: May 01, 2006, 08:08:00 am »
Have you talked with Weregoose about the math part? He is very helpful.

Offline DJ Omnimaga

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« Reply #41 on: May 02, 2006, 02:00:00 am »
I voted no scrolling


Nice game

Offline kalan_vod

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« Reply #42 on: May 02, 2006, 05:06:00 am »
I third the vote for no scrolling! :Ptongue.gif

saubue

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« Reply #43 on: May 02, 2006, 07:33:00 am »
I voted yes - I think the game will be more exciting with scrolling. On a 68k with ExtGraph, it shouldn't be a problemm to get a conveniencing frame rate.

Liazon

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« Reply #44 on: May 02, 2006, 09:41:00 am »
The main reason why I wanted scrolling is so that the levels could be bigger than one screen.  

To fix the blurriness problem brought up by Alex, Mathstuf recommended I use another buffer and then copy to the screen.  My only concerns are speed.  I've been planning to bloat the code a bit to push the speed just so that I can leave room to program the enemies exactly like in the original.  

So far, my plans for increasing speed include:
1.) Using low level key input (_rowread and _keytest)
2.) Not using rotation routines and storing a copy of all versions of the sprites.

I don't know what else I could do, but I'll have to think about it a bit.  I still find it a pitty I can't figure out a way to create curved tiles that would fit into my current math model (I like math :D ).

Since N-game 68k and r/p/s (just a code name, read project description), are my first calc projects ever, I'll probably be switich between the two a lot, and just incorporating everything I learn as I go.

Right now the main priority for N-Game is to set up a tiling system that works with the math model.  then again, I might be overthinking everything.  Bcherry seemed to have little problems creating the tile system in his metroid game.

edit:  Thank you very much for your opinions, especially from the expert C programmers like saubue and Alex.