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Omnimaga
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N sprites
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Topic: N sprites (Read 15165 times)
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kalan_vod
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Super Veteran (Next: 3000)
Posts: 2715
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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.
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
N sprites
«
Reply #31 on:
April 30, 2006, 10:07:00 am »
this game pwns even though it's not even done W00T!!! :worship:
*drool* *
Spellshaper
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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.
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tenniskid493
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N sprites
«
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!!!
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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
N sprites
«
Reply #34 on:
April 30, 2006, 02:09:00 pm »
wow this look nice, I like the sprites a lot
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crzyrbl
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N sprites
«
Reply #35 on:
April 30, 2006, 04:43:00 pm »
muy bien! me gusto mucho! why am i speaking spanish!
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
N sprites
«
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
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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!
- Alex
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kalan_vod
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Posts: 2715
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N sprites
«
Reply #38 on:
May 01, 2006, 07:35:00 am »
Yeah that looks pretty sweet, but too much like Donkey Kong
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Liazon
Guest
N sprites
«
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
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.
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kalan_vod
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Posts: 2715
Rating: +10/-0
N sprites
«
Reply #40 on:
May 01, 2006, 08:08:00 am »
Have you talked with Weregoose about the math part? He is very helpful.
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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
N sprites
«
Reply #41 on:
May 02, 2006, 02:00:00 am »
I voted no scrolling
Nice game
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kalan_vod
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Posts: 2715
Rating: +10/-0
N sprites
«
Reply #42 on:
May 02, 2006, 05:06:00 am »
I third the vote for no scrolling!
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saubue
Guest
N sprites
«
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.
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Liazon
Guest
N sprites
«
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
).
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.
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