Author Topic: {AP} Dodgeball  (Read 13850 times)

0 Members and 1 Guest are viewing this topic.

metagross111

  • Guest
Re: {AP} Dodgeball
« Reply #30 on: February 12, 2009, 12:03:19 am »
ah, CelticIII. way to be an ass with your drawsprite function and the 11th pic variable -_-

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: {AP} Dodgeball
« Reply #31 on: February 12, 2009, 12:49:03 am »
x.x, I do hope when Iambian finishes CaDan that he continues working oN Celtic III. It would suck if Celtic died, since xLIB death was one of the reason why Celtic started x.x

But don't expect new updates before CaDan release, as from what he said he isn't planning to work on Celtic until his shooter is done

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
Re: {AP} Dodgeball
« Reply #32 on: February 12, 2009, 10:09:39 am »
Pattrick told me he is still working on xLIB, and it will not be too much like the previous version...IDK what that means..

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: {AP} Dodgeball
« Reply #33 on: February 12, 2009, 01:13:20 pm »
well I was talking about during the days Celtic II was released and III in the works. At that time xLIB was pretty much dead. Iambian was starting a new app, but we were not in favor of a competition with xLIB when Celtic barely even offered half of the xLIB function and the fact we would have needed to rewrite entire games if we wanted to make them Celtic III compatible, so Iambian decided to have all backwards compatibility with xLIB app and finally he decided by himself to also add Omnicalc Sprite( compatibility. However, lately tr1p1ea has been doing the same thing than Iambian in the early Celtic III days, he has started a totally new flash APP adding function to BASIC programmer, basically a new xLIB. The new app won't include functions from the old one. However we've been poking him around to convince him to chain the app with Celtic III. xLIB 2 would offer much more advanced stuff (maybe even Raycasting/Mode 7?), but it would be a shame if programmers wouldn't be even able to use the old functions from either Celtic III or xLIB 1 when xLIB 2 was installed. This is why I think they should be chained. Backward compatibility would be pretty much impossible, though, unless it was made a 32 KB flash app, because as much as Celtici III is much more optimized than xLIB to fit 2x more stuff into the same space, there are limits :P

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: {AP} Dodgeball
« Reply #34 on: July 05, 2009, 10:25:13 am »
I wonder if this used stuff like Celtic or xLIB scroll routines real(4? Sorry I forgot to add this to archives finally (added now), but when playing again, this is what I wondered. In xLIB xLIB Revolution and Super Mario Smash Dance, what I did is that I stored each kind of arrows and their position in lists before simfile starts, then during the game main loop, what I did is that I displayed the appropriate arrow at the bottom of screen and then the background image (which usually contained a HUD and/or other stuff). When doing the later I updated the LCD display. Then I immediately erased the background then did real(4 to scroll the screen 8 pixels up. The only time where the LCD was actually updated was when the background image was displayed. Doing this allowed me to have as many arrows on the screen as I wanted (8, in my case), and no matter how many there were on the screen, it still wouldn't slow things down. Also, each arrows locations were stored into a list so if such engine was adapted for something like your game or a racing game, collision detection wouldn't be that hard. The only problem is that if the projectiles locations are randomized, then game would take a ridiculous amount of time to load when starting up.