Author Topic: Reuben Quest Axe Remake  (Read 77988 times)

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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #330 on: April 22, 2014, 04:53:29 pm »
yeah, i did pt-get before. Hence why it was so slow

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Offline Streetwalrus

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Re: Reuben Quest Axe Remake
« Reply #331 on: April 22, 2014, 05:18:36 pm »
You can just save the two bytes that get erased by his head and it will be very fast.

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #332 on: April 22, 2014, 05:22:56 pm »
hm ,you mean copying off of the buffers? IDK, seing the move engine already isn't the fastest i'd prefer to stick to the current way.

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Offline Streetwalrus

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Re: Reuben Quest Axe Remake
« Reply #333 on: April 22, 2014, 05:25:47 pm »
How can you manage to make a moving engine slow ? :P I think I might actually have to take a look at your code. :P

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #334 on: April 22, 2014, 05:30:04 pm »
because of collision detection and interaction with stuff :P

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Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #335 on: April 22, 2014, 05:35:29 pm »
Just make sure that you can still draw other 8x8 sprites fine even if the routine can draw 8x9 sprites. You definitively don't want to have to make your entire sprite data 8x9 just to have one set of 8x9 chars. In the color tilesheets I remade the sprite 8x8 for that reason (and it was even worse, as each 8x9 Reuben char took two 8x8 sprite slots >.<). However, since I used colors, it didn't nearly look all that weird in 8x8 compared to 4 levels grayscale (although this pretty much revived the original sprite >.<).



Here's my attempt at an 8x8 coloured version of the Reuben sprite. I tried to retain some of the detail from the newer sprite.