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Messages - Matrefeytontias
Pages: 1 ... 98 99 [100] 101 102 ... 133
1486
« on: January 04, 2013, 11:14:29 pm »
I don't think so, because the shape of the track doesn't seem to fit for a tilemap - it has too many curves and stuffs.
And for collision, I noticed that a colour that was in a certain part of the map (by part, understand the road, the plasma balls on each side etc) was not in any other. So to make collision detection, I can just test the area of the ship and see if it contains a certain colour or not. And I still can use the 4-bits identifier of the pixel to detect collision - faster than accessing the scren.
1487
« on: January 04, 2013, 11:08:34 pm »
@squidgetx in the screenshot I draw pixels 2 by 2, because drawing each pixel make the game so slow that it's unplayable (yeah DJ_O, 4 times slower). For now I use a giant raw bitmap as a map, because I can just pick up a pixel and display it - the color has the exact good format. What I planned is to encode each pixel of the map with 4 bits (instead of 3 bytes with the actual map). The main idea is that a pixel can either be a colour or a pixel of a texture. This difference is set using the actual value of the pixel. What I planned is : If the 4-bits value of the pixel is lesser than 4, fill it with the corresponding colour of a 4 colours-palette.
If it's from 4 to 15 inclusive, then display it as a pixel of the corresponding texture loaded from a 12 textures array.This should divide the size of the maps at least by 6 - and the original SNES Mute City map will still be more than 2Mb
1488
« on: January 04, 2013, 04:55:39 pm »
Can't download it, can you attach it to a post ?
1489
« on: January 04, 2013, 04:24:57 pm »
Thanks for that Do you think you'll port SDL_Image to Nspire someday ? It would be really, really useful to load various image formats
1490
« on: January 04, 2013, 05:29:44 am »
Hmmm, dats interesting * Matrefeytontias wonders if he can do this in Axe ...
1491
« on: January 04, 2013, 05:17:57 am »
Well, I let people who have an Nspire test (I can't have mine, so I'll test my game a few months later) Also, big update ! Camera placement is now resolved, the ship is at the origin - this result in a much better gameplay. I drew a sample map to test the engine (and be sure that it works), and I made the movements smooth, like if you actually were in the ship I don't have collisions at all, so you can make your way outside the map - but I don't think it's safe for your calc ... See the first post for the screenshot Downloads of the current version : Executable and sample map (beware, this latest is 1MB, I really need to implement PNG reading).
1492
« on: January 03, 2013, 07:06:19 pm »
And why not "how to build one"
1493
« on: January 03, 2013, 07:04:58 pm »
It was the only texture I could think of at this moment but don't worry, there will be better tracks than this one
1494
« on: January 03, 2013, 07:01:09 pm »
Are you using nSDL ? If so, I can provide you a getPixel routine I wrote else, you can find in the file utils.c of the Ndless sample "particles" a getPixel function which deals directly with the screen.
1495
« on: January 03, 2013, 06:57:27 pm »
Nope, not at all in fact it has nothing to do with this program. It's something completely different of the tunnel.
1496
« on: January 03, 2013, 06:36:03 pm »
@TheNightenedOne yeah it can be helpful I'll first draw a sample for you to see over-looking of it. @tr1p1ea I'll use full pictures for that. @squidgetx yeah I know, but don't worry, I'm only in early testing stage I didn't really care of those details when I made the firsts builds of the engine.
1497
« on: January 03, 2013, 08:26:13 am »
Oh yeah, I didn't think of it that way ...
1498
« on: January 03, 2013, 06:09:40 am »
I created another topic F-Zero : TrackSpire because it's now the subject. So I lock this topic.
1499
« on: January 03, 2013, 06:07:32 am »
THIS POST IS OUTDATED !!! SEE THE LAST PAGE OF THE TOPIC INSTEAD.Hey guys, Since I'm back working on Mode 7, let's make a game out of that For now the Mode7 perspective engine is done, and I wrote a masked sprite routine (for transparency), but that's all for now. I'm actively working on it, so I'll post update regularly Screenshots history (from newest to oldest) : Share comments (if you want to test the program, both files must be in the same directory)
1500
« on: January 03, 2013, 05:43:57 am »
Sprite ! I post with only this small update because it was such a pain to make the texture load relative and the masked sprite routine
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