This would possibly help a little, though you'd have to start from scratch (By the way, I don't think it does, if that for some reason violates something please just remove the link or tell me and I'll change this post, thanks.)
That's a really interesting way of doing it. The only downside I see of doing it like this is, well one, that you have to do the first program each time if you change Str4 or something and, two, that since you're displaying parts of a string it slows down the farther into it and you can see where it restarts. Otherwise, very nice Only optimizations I see is that in the second program you can replace the 0→A and Ans→B with DelVar ADelVar B the second 0→A with DelVar A. Great job
Oh, sorry, I forgot, I only used the "Never Gonna" parts.
nice meishe, I wonder how I didn't think of using for( to clear the RRoT part?
Thanks, though the only problem with using For( is that, one, it is technically slower and, two, it makes it more noticeable. Using the Output( command is faster and looks better, just quite a bit larger.
Could you please "un-spoil" the source codes? When you put [code][/code] inside of [spoiler][/spoiler] it compresses it very small and it is very hard to read. (At least it does in Chrome, I don't know about other browsers.)
ClrHome 1→A Ans→B For(Θ,1,7 Disp " End Repeat 0 Output(8,A,sub("σmπimαgα",A,2 For(C,1,8 Output(C,9,"________ End Disp " Output(1,9,"The Output(3,9,"Rick Output(4,9,"Roller's Output(6,9,"Of Output(8,9,"Tomorrow A+B→A If A=7 or A=1 -B→B End The flicker is a just a little more noticeable since it goes from top to bottom.
Ok, so I started to read Hot_Dog's tutorials and just have a noobish optimization question. It doesn't matter either way really but I just wanna know if I am technically correct or not.
One of the sample programs shows this, or something close:
Screenshots! The first one is of the main game engine, the walking and talking and such. It shows off the tilemapper and the dialogs. The second one is the battle engine. It has enemy sprites and names, as well as an HP gauge, and the player has an HP, and MP gauge with numerical representations as well. The menu you see there is dynamically generated at runtime and can have either enabled or disabled items (notice the change in cursor), and can show mana costs for each item as well. Nothing you see here uses pictures, excepting the tilemapper, which stores the result of its efforts in Pic1 so that it can be redrawn quickly after battles and dialogs.
The version before all this was deleted included 20 spells, animations for each of them, and a more extensive enemy roster. I will be adding all of this again in the near future.
Wow nice usage of text sprites. Good job so far While map loading is slow (can be partially solved by saving the last two or three map visited inside pics, if you got the space, and recalling the appropriate pics when visiting the maps again. It could keep the last 3 maps in memory. ROL3 only kept one in memory, when entering menus/battles) walking seems pretty fast considering you are using some form of graphical sprites.
Nah, it was just to help keep the map up-to-date so you didn't have random tiles missing or forget where something was and such. But, as you experienced, it lagged it down a whole lot.