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Messages - Streetwalrus
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4231
« on: November 14, 2012, 01:19:37 pm »
So yeah, hello everyone ! I've been around for a while now but mostly lurking and I created my account a couple weeks ago, and I figured I should introduce myself. I'm (almost) 16, in Terminale S (highest grade in French High School) with Engineering Science specialty, Computer Science and English Math options. I'm pretty good at math, programming and physics/chemistry. Full time Nerd OFC. I believe I'm a Coder of Tomorrow because from time to time I think of a great idea that's probably gonna be a revolution, and I say to myself "Maybe tomorrow (read : a lot later)". I'm interested in calc programming because I often don't have access to my computer (restrictive parents ) and I can bring my calc anywhere. If I had to say what kind of Nerd I am, I'd say the immature and stupid kind. Because I'm immature (who knows when I'll grow up ? maybe tomorrow ) and often do stupid things. Otherwise, I feel pretty intelligent if I go ahead think about stuff. I can design a program with almost no pencil/paper combo for example. This is probably why I skipped two grades, actually. I'm currently working on an Axe IDE. I'll post on that later. Edit : I'm a Minecraft (+mods) fan, too. I think this is it. Oh, and one last thing. I. Want. PEANUTS !
4232
« on: November 12, 2012, 02:57:36 pm »
-What is the processor speed? There is wide speculation about Z80 processors not being able to go beyond 25 MHz.
According to Wikipedia, the eZ80 can go up to 50 MHz and is fully compatible. Maybe this /the/ one that's in there.
4233
« on: November 12, 2012, 01:04:30 pm »
How could chickendude not know about chickens? Lol, didn't think about that one
I'm not sure how TinyCraft's mapper works, but the fact that it uses 8x8 tiles gives it a huge advantage over anything that I can come up with right now. 8x8 tiles are fast and flexible, making it easy to build a grayscale redraw-every-frame mapper that could easily support moving chickens. On the other hand, if you don't update every frame, it's still not too difficult to save the screen, draw the chickens, and recall the image (which is what I could theoretically do...only it would cause a very very noticeable speed drop, plus I have to change/write an unaligned 12x16 mask routine, which I don't want to do just for the sake of having moving npcs. I don't redraw the screen at every frame (that would be too slow) and can't save the entire screen either, that would be too slow and wouldn't work with the greyscale interrupt. But now that I think again about how they work, they have a drawback that will be very annoying for 16x16 sprites: they can't be drawn if they are too close from the border of the screen. Ideally, a border of 2 pixels would be needed (but since I code bad, I put a bigger limit ). So if there will be enemies in your game, not seeing them coming would be a huge issue
Encountering enemies is gonna be Pokémon style, I don't see any problem about that.
4234
« on: November 06, 2012, 01:34:25 pm »
Ah OK. This explains that. Well, no biggie. I'll write my own engine for my game since it'll perfectly fit my needs this way.
4235
« on: November 04, 2012, 01:05:10 pm »
Major mapping update
-Finished custom asm mask routine (although I need to change it a little to draw to any tile once I implement NPCs) Yeah, the routine is kinda poorly written; I'll eventually get around to optimizing it. Don't look! But the important thing is that it works for now lol -Sprited character and animations -Optimized/modularized movement code to allow tap-to-face-direction and improved speed with one change. -Draws black automatically if shifting in non-existent data -Last, but most definitely not least, implemented seamless map transitions. Remember in the demo and in Embers, in order to change areas you HAD to go through a door or something? No longer; now you don't notice anything when you move from one area to another (well, if you look really closely the grayscale flickers a tiny bit). Effectively, the world the player inhabits is 9216x9216px or 768x768 tiles...That's 589,824 tiles, or over 13,000 screens of world all seamlessly put together. The screenshot shows the character walking around on the edges of 3 areas. It only takes 2kb of RAM to run this mapping system
As usual, the build and source can be found in the first post
To-do: -Collision detection + map switching via portals/doors -Fix up mask routine -NPC render engine (then I'll be done with all the overworld stuff...)
Oooohhh my ! Things are coming along faster than I expected. Are NPCs going to be peudo-objects (i. e., in an array) ? *Streetwalker thinks it's gonna be better than the original
4236
« on: October 31, 2012, 05:16:31 pm »
That was pretty quick ! Nice to see you already made some progress in code. I don't think spriting directly from archive will be possible, but copying one singme sprite to RAM before displaying it is. (Off-topic edit) : I'm pretty proud of my new sig BTW.
4237
« on: October 30, 2012, 03:28:25 pm »
Hey, that's a nice engine you've got here. I downloaded it, but there is no advanced install dir in the zip. Is this an error on your part or on mine ?
4238
« on: October 15, 2012, 02:20:36 pm »
I have no idea which is supposed to come first, so maybe Thanks.
Usually, it's Width*Height. Yeah, but once it's extracted it takes the same amount of RAM as 16x16 which is what I'm worried about (unless someone wants to write an axiom that supports 12x12 tiles or something).
In such low-level things that are the buffer and sprites, it's pretty hard to deal with a non-multiple of 8 width. However, a 16*12 routine is totally possible. i'm not an awesome ASM coder so I'm not the perfect candidate for this, but others can write one for you.
4239
« on: October 13, 2012, 07:57:56 am »
(Couple days since the previous one so I think it's permitted to double post.)
Anyway Squid, if you need some help, I'd like you to know I'll be more than happy to contribute.
4240
« on: October 09, 2012, 04:33:49 pm »
... for the NPC handling, I have a good idea of what could be called "(tile)entities" (yay for stealing names from an other game). Basically an additional map storing IDs, then the engine refers to a unique list for each map to know what to do with it. It would work for NPCs, but also interactive tiles and warp tiles.
Yeah, that's what I did with Embers and for the old version of Ash. So I kinda hacked together NPCs by putting them in as tiles in the tilemap and then marking them as interactive tiles haha. This time I won't cheat and I'll include sprite and movement data to have dynamic (moving) NPCs an such.
Ah. My idea works just fine w/ static NPCs and no AI, but if you want to get fancy as Pokémon, it'll require a bit more work.
4241
« on: October 09, 2012, 06:05:16 am »
Yay for an awesome project that semms to sart up again ! (BTW, I should start exploring these forums a bit more ) Edit : Actually read this post. Battle mechanics seem very good. Also for the NPC handling, I have a good idea of what could be called "(tile)entities" (yay for stealing names from an other game). Basically an additional map storing IDs, then the engine refers to a unique list for each map to know what to do with it. It would work for NPCs, but also interactive tiles and warp tiles.
4242
« on: October 09, 2012, 06:00:09 am »
Deal?
Absolutely.
4243
« on: October 07, 2012, 01:30:18 am »
Yeah, I noticed the bugs in Embers too. And I tired the latest demo, which was totally awesome. I also read this entire thread and noticed the overall progress was far more advanced than the demo. I hate it when people drop projects w/o leaving the source and doc to the community or another person so they can take over it. I think the reboot was there for optimizing, but it seems dead too. Edit : Wow, that's a lot of calcs you got here, DJ. When I think my friends laugh at me 'cause I have three... Edit 2 : And if I had the sources and knew what Squid had in mind for the story, I could finnish it myself. That is, after my current projects are done.
4244
« on: October 06, 2012, 08:11:37 am »
I hope this isn't dead. It looked great and I would like to see it finished at one point
Me too :'(
Well if you want, there is Embers: Phoenix
I know it. I finished it and really enjoyed it but it's really short (it was for a contest so it's supposed to), and I really would like to play this one since the demo was awesome. which happens to remove the turn-based battles and has a distinctively different feel to it, though... I'd love to see A:P continue.
I second this.
4245
« on: October 06, 2012, 04:25:57 am »
I hope this isn't dead. It looked great and I would like to see it finished at one point
Me too :'(
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