Author Topic: The War of Mmruda  (Read 16221 times)

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Offline DJ Omnimaga

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The War of Mmruda
« Reply #45 on: January 27, 2006, 04:14:00 pm »
I though about that, might be another idea

tenniskid493

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« Reply #46 on: January 27, 2006, 04:25:00 pm »
Here's one optimization I found.  Instead of using one Output( statement w/ alot of spaces, it actually saves space to use several output statements.

Offline Radical Pi

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« Reply #47 on: January 28, 2006, 03:44:00 am »
I had a feeling about the outputs...

A pseudo-split-screen could be done, but the bottom menu would have to be maneuvered around to handle the loss of that row. I'll make it a stat/item display with small text.
One of these days I'll get a sig I'm really proud of.

Offline Spellshaper

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« Reply #48 on: January 29, 2006, 10:18:00 am »
I find it nice how u did that character-layering :)smile.gif
That allows a lot more different tiles, kewl! :thumb:google.gif

Offline Radical Pi

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« Reply #49 on: January 31, 2006, 09:32:00 am »
I don't think any of you noticed, but because of my usage of real( in the main engine, Mmruda cannot/will not be xLIB compatible :(sad.gif
One of these days I'll get a sig I'm really proud of.

Offline DJ Omnimaga

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« Reply #50 on: January 31, 2006, 09:36:00 am »
ooh i seee, oh well :(sad.gif

Offline Radical Pi

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« Reply #51 on: January 31, 2006, 10:10:00 am »
Hopefully I won't need xLib with those sprites of mine...
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Offline Spellshaper

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« Reply #52 on: January 31, 2006, 10:22:00 am »
are you using codex for sprites? or line( and pixelon( ?

Offline Radical Pi

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« Reply #53 on: January 31, 2006, 10:27:00 am »
c1-->
CODE
ec1Text(-54125+1,0,0,"O
StorePic 1
Text(-54125+1,0,0,"X
RecallPic 1c2
ec2That would make my "spellbook" sprite.
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Offline kalan_vod

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« Reply #54 on: January 31, 2006, 12:47:00 pm »
Ok, I think you can do it all with the non lib sprite method.

Offline DJ Omnimaga

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« Reply #55 on: January 31, 2006, 02:05:00 pm »
n ice methor of making sprites radical pi, I am curious of what you'Ll be able to do just with text and a pic, you might end up with amazing stuff at the end, I should have tried this :)smile.gif

Offline kalan_vod

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« Reply #56 on: January 31, 2006, 02:24:00 pm »
It is pretty fast and less space, but using xLIB would be faster! :Pblah.gif

dragon__lance

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« Reply #57 on: February 02, 2006, 03:01:00 pm »
i just tried it out! i have to say i am very impressed!! Cant wait for final game! :Dbiggrin.gif:Dbiggrin.gif:Dbiggrin.gif keep it up! looking at ur code, i dont see much that can be optimised so keep it up!!! this is the first game of its kind that i've played, the sprites are so cool! :)smile.gif:thumb:google.gif

Offline Radical Pi

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« Reply #58 on: February 19, 2006, 10:31:00 am »
Progress: well, keep reading...

I have been surfing random topics here, UTI, and Cemetech. My conclusion is that imaginary numbers are slow to work with, and so are lists. But my method of NPC mapping uses both. :(sad.gif:dang:banghead.gif
So I will be converting what i have done already from using real and imag to using ipart and fpart. This means I would be able to use xlib! :woot:woot.gif:woot:woot.gif:woot:woot.gif

But I have no xlib experience with it, and text sprites are that much simpler...
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Offline kalan_vod

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« Reply #59 on: February 19, 2006, 10:36:00 am »
Well if you need help with xlib let us know, you have just about everyone here with a project working with xlib :Dbiggrin.gif (omnimaga).