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Messages - JamesV
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« on: May 17, 2013, 01:41:24 pm »
After finally getting my 84+C last night, I decided to try and display a (small) splash screen. Here's the first working version. Currently it's an uncompressed 16-bit BGR image. The image is 82x42 pixels, thus 6888 bytes. http://youtu.be/8vDO5Zvj6IkThe next step I plan to take is compressing the image and then having the program decompress and display it.
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« on: May 15, 2013, 04:02:04 am »
Wow! I still vividly remember spending my early childhood years with friends running around the school yard pretending that we were piloting the Golden Condor!
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« on: May 14, 2013, 06:17:46 am »
This is a cool idea!
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« on: May 13, 2013, 11:18:51 pm »
I've finally spent a few hours getting some more work on this done - slowly it will creep towards completion
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« on: May 07, 2013, 08:43:30 am »
It's great to see you coding again DJ_O! I look forward to seeing the development of this project
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« on: May 07, 2013, 08:41:43 am »
This looks great! Awesome work
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« on: May 07, 2013, 08:31:22 am »
Alien Breed in color? :O
Personally, i'd love to see a port of one/some/all of your RPGs to the 83/+!
Banchor on the 83+ is a possibility... I did write an article recently ( on my site) about my childhood favourite RPG, Golvellius (which Banchor is partially based on), and mentioned possibly porting Banchor to the 83+. It's something I'm definitely interested in, but I should stress I haven't actually done anything about it at this stage lol. There are never enough hours in the day I have however finally ventured into the world of 83+ flash apps (with the latest update to AB5), so at least I now finally know how to build a flash app hehe. That's a start..
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« on: May 04, 2013, 10:11:50 am »
By the way I wonder how feasible such game would be for the new color calc? (which uses the same processor/RAM/flash as the 84+SE)
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« on: May 01, 2013, 07:19:57 am »
I just had a proper look over my code (which I really should have done earlier but I was in a hurry) and discovered that the enemies/bullets/animations don't actually use masked sprites at the moment... But in any case, I'll go over the sprite routine that's used for them and see if it can be improved
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« on: April 30, 2013, 10:21:13 pm »
Also multi buffering is a good idea instead of redrawing every frame. There are efficient ways of scrolling without redrawing the whole screen.
Currently the screen is buffered. The background is only drawn once (when the level is first loaded). This is saved to the video buffer. Then the sprites are drawn on top of that and the result is copied to the lcd. After that, the buffer is restored (the background with no sprites over the top). The next frame, if the player has moved towards a screen edge, the background is scrolled 1 pixel and saved to the buffer again, before drawing the sprites. So the background isn't being fully re-rendered each frame. The scrolling itself is actually quite fast. What's slow is the drawing of the sprites, as they are all masked and also clipped if they hang off the screen. Because of this, the game runs substantially faster when there is just the player sprite on screen, but then slows down noticably when more enemies, bullets & animations are all on screen at once. To combat this speed change, the game is currently throttled back so that it runs at a maximum frame rate of around 29fps (according to WabbitEmu). That way, the speed reduction is less when there are lots of enemies, bullets & animations to draw (I'll have to do some testing when I get a chance to get exact figures on the speed changes). EDIT: I just ran a few quick tests. If I run the game at full speed unthrottled with only the player sprite on screen, it scrolls on average at 35fps. With 8 extra sprites are on screen, it averages at 24fps. With 12 extra sprites on screen, it averages at 18fps.I intend to look at writing a faster sprite routine for enemies, bullets & animations that only handle clipping, but not masking. Those particular sprites don't really have any need for masking, and a routine that ignores masking should (in theory) operate at about twice the speed. Hopefully this allows me to release the throttle a bit and increase the frame rate without the game speeding up & slowing down too much when it has more sprites to draw. EDIT: Based on the above tests, the game can run 20% faster when there are no sprites on screen. I'll be trying unmasked sprites to see if this decreases the speed reduction factor when there are many sprites on screen at once.Hey, James, I think that your ABIV game was awesome! One idea though: can the sprite for the main character be changed? I gave the program to some of the kids at school, and, no offense, but for the longest time, they thought the avatar was a giant butt. I am not joking. I think that the Omnimaga community should try to create a better sprite...
Haha, I've never heard it referred to as a giant butt before, but I can definitely see it I've tried to keep the sprite as close a match as possible to the sprite in the original Amiga games. However, I'm always happy to consider anything that gets drawn up. I would like to keep it fairly faithful to the original though if possible
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« on: April 29, 2013, 07:24:03 pm »
Nice. BTW I'm feeling that the scrolling is much too slow, this eventually gets boring hence I don't play this game too much though it's awesome.
Thanks for the feedback! I'll add this to my to-do list and see what I can do
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« on: April 28, 2013, 08:57:34 am »
Good idea guys, I've added "move level data into appvars for flash app build" to my to-do list
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« on: April 26, 2013, 08:22:24 am »
I've been working on an update for AB5, which I hope to have out soon. The update will have the following improvements: - Flash app version available for TI-83+/84+ calculators.
- New enemy AI.
- Levels automatically start loading during view of mission objectives to save time.
- Miscellaneous bits of code optimisation.
- Enemies are no longer deactivated as soon as they are off screen - they now stay active within a certain distance of the screen edge.
Here's a short screenshot, which shows the new flash app version loading, and how levels automatically start loading during the mission objectives.
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« on: April 25, 2013, 06:27:59 am »
If anyone is willing to come to Australia for a meet up, I'm sure tr1p1ea and I would both be there
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« on: April 14, 2013, 07:25:58 pm »
I haven't had a chance to try this yet, but it does look great!
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