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Messages - Hayleia
Pages: 1 ... 186 187 [188] 189 190 ... 239
2806
« on: January 07, 2012, 02:42:57 pm »
Also Heyleia, if anything the tilemapper would actually go slower. It's still drawing the same number of sprites (remember, each 16x16 is actually 4 8x8's) and it also has to draw the sprites that are completely off the screen, unless I do some massive ops 
 So this will never run on a 83+ with smooth scrolling ? thats why I wanted to have like zelda or pokemon maps. a little scrolling but you walk of screen and come back on the other side
Yeah, that is what I proposed. I think it would gain speed but not seeing further than the edge of the screen can be annoying  So there is no solution  Maybe we should make yet another poll ?  Also, tomorrow I leave for one week. So I couldn't be of any help  (But if Notch made that in 2 days, I don't think you need me)
2807
« on: January 07, 2012, 01:54:19 pm »
Yes, I understand your meaning, it is just that 24x24 one that causes problems. I think that everything in 16x16 would be better  So I added a 16x16 rock in your sheet (you can modify it if you don't like it). For 16x 16 sprites, we would get 6x4 (instead of 12x8) tiles on the screen, so I guess the Tilemapper could also gain speed
2808
« on: January 07, 2012, 01:43:56 pm »
I like them  So, it it 16x16 for the tiles, right ? But what is that 24x24 rock ?
2809
« on: January 07, 2012, 11:33:44 am »
if someone can link me to a good prizm C tutorial, I could try to help( if it's for the prizm...)
Well, originally, it is for z80 in Axe but Flyingfisch wants to make it for Casio too
2810
« on: January 07, 2012, 07:21:12 am »
Personally, I am ok with it. But for other people, maybe you should put a warning at the beginning of the program, saying that there will be Christianity terms/themes and that you are not <I forgot how to say "when we advertise a religion">.
2811
« on: January 07, 2012, 03:12:19 am »
DOUBLE POST! sorry lol
here is the sprite sheet so far. I think there is enough to start coding a little basic stuff. I don't know how you all want the grey scale so I'll leave that up to the ones coding this. these are just your designs 
tell me what you think! These are as close as I could have gotten with the originals, I think they will look really good on calc!
The rest are on there way!!! GO saint! Go
Nice  Now the tilemap could be fully tested with random tiles. 
This is running fairly awesome 4scale for a 32x32 tilemap.
Here's the source attached, if anyone wants to check it out. Most of it is runer/builder's ops, I just threw it together for use in this project 
I checked it. And I saw a Full  So I guess it won't run properly on a regular 83+ Other than that, great edit: I tried it without the Full and it still seems fast enough edit: Attached screenie with no Full and with Pause 5 instead of Pause 9 edit: And if it becomes too slow, we still can make it Zelda style edit: or Samocal style (in a smoother mode but you get the idea  )  Samocal
2812
« on: January 06, 2012, 04:48:49 pm »
well Hayleias are good fixes, but the fixes go out past 8 width. And I am referencing the originals for mine
 Mine aren't larger than yours
2813
« on: January 06, 2012, 03:46:37 pm »
I don't think that predefined maps are a good thing, because what's the point of a sandbox game if everything you build is destroy once you left the area ? Édit : very nice sprites ! But why in the last one the character is putting his hands on his head ?
Yeah, that is true. The only problem is really that archiving thing  here are some of the main characters sprites. It's hard to size it down to 8x8 so I did 8x16 which will make it look more like a person.
Great work  Though, I would see some modifications. Of course, you can tell me if you don't like them. So mine are the ones on the top, yours are on the bottom, so comparisaon is easy
2814
« on: January 06, 2012, 03:12:02 pm »
Wait there is something I didn't precise. It froze just after the menu. Yet, I can't even remember if it froze for real or if keys weren't responding or if greyscale was still here or not  All I can say is that moving was impossible, and it turned off approximately when I pressed [tan] (don't know if the key is the problem or if it took time before crashing)
2815
« on: January 06, 2012, 03:06:33 pm »
Wait! So will this be for all ti 8* calcs? Like 83, 84+, 84+se, etc. ? And also I'm assuming in order to write and test all this code you will need the sprites...which I am please to anounce i have a bunch of them done! I'll post them in a few minutes. And they are sized correctly!!!
Nope, only 8x calcs that can support Axe, so not the TI 83 (i guess), but yes, TI 83+, 84+.... And I can't wait to see your sprites
2816
« on: January 06, 2012, 02:56:37 pm »
Mojang released the source, and you can find all the algorithms in there which would reduce size over using predefined maps.
The predefined map I was talking about was not a map that the game would create, but an appvar included in the zip, so the program is even smaller  Also, archiving and unarchiving is a reasonable sacrifice for having persistent saving. You only need to archive appvars once per map change anyways.
On a full 83+, it is already a lot :-S Moreover, my classmates don't use their calcs a lot. And I swear some come to me and say "Hey what do I do ?!? It says Garbage Collect, Yes or No" and you don't have to write back to the program at all.
Yes, but not every shell has "intelligent write back"
2817
« on: January 06, 2012, 02:46:24 pm »
Bug report  So I ran Elimination, played a little then quit. Then I did many things on my calc, and here, I can't be explanative (because I do a lot of different things with it, I can't remember everything) But when I ran Elimination again, it froze in the raycasting part (read: not in the menu). So for no reason, I tried all of the keys and then the calc turned off. I expect a RAM Clear. The RAM Clear comes, but my screen is also upside down (not rotated 180 degrees, just upside down, with leftside left and rightside right). To set it back to normal (normal RAM Clear again didn't work), I had to RAM Clear with [Clear] kept pressed, then cause crash by launching an app. If you need more information, you can ask of course, but I don't think I could give more
2818
« on: January 06, 2012, 02:31:58 pm »
I personally don't see any problems with it - in fact, it's pretty much required for the game to work at all. To regenerate maps all you have to do is overwrite the existing appears anyways, since none of the data is stored within the program anyways (except maybe the current map to a buffer)
Yes, but then the program will be huge (except if someone finds the agorithm to create maps) and if the program is huge, quitting it with writeback allowed takes hours. This is why I thought about this. Never need to unarchive anything  (except when you save the game). And with your method, saving also requires to save the whole map (so it takes ages too), while my method doesn't need to unarchive anything, except the little savegame with items and such, and the area you are in. Personally, I have zStart, so even writeback is fast, but for those with 83+, optimization is needed on this.
2819
« on: January 06, 2012, 02:09:28 pm »
Actually, you could transfer the map in RAM to an appvar in archive, so changes would be persistent. Keep in mind that we also need to save object data as well (furnaces, workbench, etc.)
Yes but first archiving a huge map is slow  but also, when you want to make a new game, you can only play on the edited map (except if the game recreates it but then the executable will be huge). This is why I thought of an archived and non permanently editable map
2820
« on: January 06, 2012, 01:06:33 pm »
And hayleia! Nice sprite, but i think it would be easier then to just resize the sheet and change the colors.
I know but I somehow got bored and made a sprite  The advantage of it is that it really is 8x8. The drawback is that it won't get a lot of movement I guess -.-° And for the name, finally, we could use "Minicraft z80" and "Minicraft 89" (or "Minicraft 68k"). After all, "Minicraft z80"=/="Minicraft"  Else, I agree with TInyCraft (and already voted).
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