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Messages - Ranman
Pages: 1 ... 48 49 [50] 51 52 ... 92
736
« on: October 06, 2006, 01:48:00 am »
QuoteBegin-Alex+5 Oct, 2006, 21:26--> QUOTE (Alex @ 5 Oct, 2006, 21:26) | I have a new animated screenshot. I gained a little speed increase by lowering the height of the road and increasing its perspective (less physical lines to draw). |
I kinda like the road at the higher height. It provides more reaction time because you can see what is ahead much easier.
A good compromise between speed and viewable road might be to start drawing the road at y=50. Could your road line drawing routines be optimized any further to gain speed?
I hope you don't mind my suggestion. This is an awesome looking game either way.
737
« on: October 05, 2006, 01:22:00 am »
Boy, do I understand when you say it is time consuming. Keep up the good work tifreak!
738
« on: October 05, 2006, 01:09:00 am »
I actually prefer this method over Mode7 -- especially on a calculator. It looks soooo nice! :bow: Keep up the good work Alex.
739
« on: October 04, 2006, 09:27:00 am »
Simply amazing! :king:
740
« on: October 01, 2006, 07:40:00 am »
QuoteBegin-xlibman+1 Oct, 2006, 13:34--> QUOTE (xlibman @ 1 Oct, 2006, 13:34) | moved from staff projects: dead |
Has Spellshaper confirmed that BM is dead? : : He has worked so hard on it. I would be surprised if it was dead. o.o
741
« on: September 27, 2006, 01:50:00 am »
That is pretty neat looking. B)
742
« on: September 26, 2006, 02:34:00 pm »
THE POST 9653894 QuoteBegin-Ranman+26 Sep, 2006, 11:33 --> QUOTE (Ranman @ 26 Sep, 2006, 11:33) | QuoteBegin-xlibman+26 Sep, 2006, 11:17-->QUOTE (xlibman @ 26 Sep, 2006, 11:17) | very true, btw how huge is one save file? o.o |
Probably around 4Kb.
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Ooops... I made a mistake. :oops: Ranman hits himselfIt will actually be closer to 2Kb uncompressed. So, it may compress down to 1Kb.
743
« on: September 26, 2006, 05:33:00 am »
THE POST 9639954 QuoteBegin-xlibman+26 Sep, 2006, 11:17 --> QUOTE (xlibman @ 26 Sep, 2006, 11:17) | very true, btw how huge is one save file? o.o |
Probably around 4Kb.
744
« on: September 26, 2006, 01:27:00 am »
745
« on: September 25, 2006, 01:39:00 pm »
This is lookin' sweet! Nice job Katmaster! Great use of xLib! :thumbup: xLib is an amazing application! I hope it keeps gaining in popularity.
746
« on: September 25, 2006, 10:09:00 am »
THE POST 9619269 QuoteBegin-Alex+25 Sep, 2006, 15:17 --> QUOTE (Alex @ 25 Sep, 2006, 15:17) | How do you go about saving all these details, Ranman? Is it a giant structure you write to a file?
- Alex |
Basically you are right.
Each NPC has a "Met" flag and a "Dead" flag.
There are 32 towns and each town has a maximum of 32 NPCs. Each bit of a 4 byte integer acts like a flag to indicate the applicable status.
So, I have 2 arrays like this:
c1 --> CODE | ec1unsigned long integer npcMetFlag[32]; unsigned long integer npcDeadFlag[32];c2 |
ec2 and these 2 arrays hold all of the info I need. But it does require some memory... each array require 128 bytes. Not too bad.
747
« on: September 25, 2006, 02:24:00 am »
THE POST 9609273 I finished the remaining tile interactions: - walking through the desert areas - wind effects on ocean going vessels And, I implemented the following NPC dialogue details this weekend: 1. Receiving items (such as food, keys, weapons, etc) from NPCs when asked. 2. Some NPCs will join your party when asked. B) 3. Some NPCs will not divulge all information unless your "Virtue" is high enough. :huh: 4. NPCs remember if they have talked with you previously. Some NPCs will not divulge critical information until the 2nd time you talk with them. 5. When you kill a NPC, they are dead for the remainder of the game. So, don't go on a rampage and kill'em, they may have critical information to complete the game. 6. If you piss-off a NPC, they may call for the guards. The guards will chase you down and throw you in prison. Yeah baby... this getting to be so much fun! So many details. Ultima V progress = 84.1% Game engine = 56.8Kb
748
« on: September 25, 2006, 02:20:00 am »
749
« on: September 24, 2006, 09:50:00 am »
QuoteBegin-Liazon+24 Sep, 2006, 14:26--> QUOTE (Liazon @ 24 Sep, 2006, 14:26) | has anyone calculated how many bytes these sprites take up? |
If every sprite were used (according to http://homepage.mac.com/gs_mjrob/PhotoAlbum11.html), then I would estimate somewhere around 175Kb (uncompressed). o.o Which is not too bad for the TI-89Ti or Voyage 200. But this would be a significant memory hit for the standard 89 and 92+. Then again, most 68K calc people may already own a Titanium.
750
« on: September 24, 2006, 09:01:00 am »
Looking at the angles again...
Are the game tiles in the shape of a hexagon?
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