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Messages - Happybobjr

Pages: 1 ... 33 34 [35] 36 37 ... 166
511
cool idea.

I don't think that name describes the game enough.

Found a large optimization.
I changed <768
to
-256/512

It may not seem to be much, but it saves much over 1000 cycles per frame.  And looks the same.

512
I don't think that would work overly well as I draw pixels one at a time.  Having anything more in the drawing routine would be scary slow.


I might have an idea though.... but it will have to be tested first :P.



Also.  Can someone think up a name for this?

513
Good idea.
I was thinking about it for a while and I think I shall add it.  I will, however, have to rewrite my map code anyways, so adding it won't be much of an issue.  Although map size will increase.  Also not sure on the displaying of it.

514
Here is a screeny of the outline and the speed improvement.  My screeny abilities are still lacking though :P

515
Axe / Re: Documentation of the Speed and Size of (Almost) Every Axe Command
« on: September 28, 2011, 09:32:29 pm »
helped me save about 2000 cycles per frame.  thanks much

516
Axe / Re: Documentation of the Speed and Size of (Almost) Every Axe Command
« on: September 28, 2011, 08:28:07 pm »
bump

517
HappyBobJR, It would maybe be better, if the grey parts on the "ball" would be white!
But it's really looking Great!!

I have no clue on how to efficiently do that, but it will be added eventually.

* Now has edges dark not grey.
* Added new tiles.  Now has a section that shows ramp coming up.

Will probably be adding soon...
* Slow motion.
* Death.

518
In the new screenshot, the ball animation looks a lot better.  I like how it move in the direction you are moving.  :)

It actually doesn't.
That is just luck in the screeny.  sorry.

Thank you for your interest everyone.

Also, DT's screeny is too prefect compared to reality.  Just to let some of you newer mems understand.  I used to think my calc was broken because the grey looked different.

519
Well that was easy.  Got the grey in with speed improvements :P
Screeny sucks.  Since it doesn't use a grey routine and just alternates pixels, wabbit wouldn't pick it up.

Demo is BALLZ
Sources is A12

You can't die right now, but that is literally one line of code.  (testing purposes)



Also please post feature requests.

520
do you really think so?
Maybe i have tested it so many times that i am used to it :D

521
that is 95% where the code came from :P
Ya, I can do that.  I figured speed over other stuff right now, but i think i found a way for both speed and grey.

Can I post source, or should i get permission from quigibo first since he technically owns more of the game than i do,
Edit: i am stupid, it was open sourced.  I will upload code either tonight or tomorrow, depending on how well my idea works.

522
TI Z80 / Rolling ball that jump on tracks in mode-7 3d. [HBJ project]
« on: September 27, 2011, 10:49:59 pm »
not sure what this game is or even if it exists yet, but it probably does as it is simple.

99.9999% if this ode is quigibo's
Actually only about 80%

Basically you are a ball.  You roll down a track and....  I really can't explain... so i made screeny.

Features.
*ball
*map
*ramp
*83+ mode (ish.)



Oh and a note to newer members.   Don't expect much from me.

523
Axe / Re: Sprite(or coding) problem
« on: September 27, 2011, 08:26:48 pm »
not anymore.  good catch.

524
Axe / Re: Sprite(or coding) problem
« on: September 27, 2011, 07:58:32 pm »
:If getKey(54) and (J>4)
:Pt-Change(10,40,32+Str1)r
:Pt-Change(10,40,32+Str1)
:J-1→J
:End

to

:If getKey(54)*not(Q) and (J>4)
:1->Q
:end
:if Q
:Pt-Change(10,40,32+Str1)r
:Pt-Change(10,40,32+Str1)
:!If J-1→J
:->Q
:End
:End


525
Axe / Re: Sprite(or coding) problem
« on: September 27, 2011, 07:52:14 pm »
ohhh. easy (i think)

easyies way to explain is by telling you.  Hold down 2nd while jumping and you should see.

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