Author Topic: [Axe] Robbox  (Read 7651 times)

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Offline Hayleia

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Re: [Axe] Robbox
« Reply #15 on: October 22, 2012, 02:31:40 am »
Why would diagonal movement be much slower though? ???
Just guessing here but maybe pythagoras-calculations taking a little bit time? + movement has to be done diagonally so y and x at te same time? Idk just guessing (please don't shoot me xD )
Not really about Pythagoras calculations ???
But yeah, if x and Y move at the same time, there is twice as much things to draw at the same time and those drawings need to be prepared before being drawn, so I guess it will slow down a lot.

As always your work looks very pretty Hayleia. :)
Thanks :D
(But you haven't seen the second level. For some reason, the decompression doesn't work for this one so walls are completely garbled :P)

edit It works now :D
Now I need to add new things in this level 2, such as crates and all -.-°
« Last Edit: October 22, 2012, 01:18:23 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Hayleia

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Re: [Axe] Robbox
« Reply #16 on: October 29, 2012, 08:22:26 am »
Little UPDATE

You now have access to level 2 by pressing the LN key completing the first one :D
As usual, to complete a level, collect all the screws and walk on the ugly vortex thing.
I also made horizontal scrolling as fast as vertical scrolling by changing the method: now when you move to the right or the left, the last column of sprites is not drawn until you stop moving. I added a Pause so that you don't run on walls at every step you try :P
And in the level 2, you meet crates, you can push them but try not to block your way ;)
(other things such as doors and their buttons still don't work :P)

Note that the levels are in those two appvars called RBXLVL##.


Download below :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline aeTIos

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Re: [Axe] Robbox
« Reply #17 on: October 29, 2012, 11:02:49 am »
How did I miss this?
Looks great hayleia! Keep it up!
I'm not a nerd but I pretend:

Offline kindermoumoute

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Re: [Axe] Robbox
« Reply #18 on: October 29, 2012, 01:24:04 pm »
Impressive !
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline chickendude

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Re: [Axe] Robbox
« Reply #19 on: October 29, 2012, 02:00:14 pm »
Did you ever see Jim E's pokémon demo? It was very similar in style to yours, smoothscrolling but aligned to a grid (only his was 16x16, not 8x8). He had a quick way of filling in/shifting the screen. I'm not sure how you handle it, but in asm it's pretty easy just to shift the whole screen one (or two) pixels to the left shifting in the missing pixels from a buffer with the last shift of the row of pixels. I guess with grayscale you'll have to do it for two buffers, but it's still much quicker than redrawing the map. That way you can also have a very optimised map routine since your sprites will all be aligned, you can just ldir (copy) them directly without needing to use any special sprite routine to handle shifting, etc.

Offline Hayleia

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Re: [Axe] Robbox
« Reply #20 on: October 29, 2012, 02:35:26 pm »
How did I miss this?
Looks great hayleia! Keep it up!
Impressive !
Thanks :D

Did you ever see Jim E's pokémon demo? It was very similar in style to yours, smoothscrolling but aligned to a grid (only his was 16x16, not 8x8). He had a quick way of filling in/shifting the screen. I'm not sure how you handle it, but in asm it's pretty easy just to shift the whole screen one (or two) pixels to the left shifting in the missing pixels from a buffer with the last shift of the row of pixels. I guess with grayscale you'll have to do it for two buffers, but it's still much quicker than redrawing the map. That way you can also have a very optimised map routine since your sprites will all be aligned, you can just ldir (copy) them directly without needing to use any special sprite routine to handle shifting, etc.
Never heard about that game. And seems like the gif and the demos are dead links :(
And yeah, I don't draw the whole map at every loop. For vertical scrolling, I shift the buffers once then fill in the missing line, and I repeat it 8 times. For horizontal scrolling though, making that was "too slow" so I shift it eight times then fill in the missing column of sprites :)
But optimizing it to not use any sprite routine would be useless space-wise since I use those routines elsewhere. And speed-wise, I only use those routines before scrolling, as a pre-calculus in a temporary buffer then I use Copy (talking about the vertical scrolling) :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline leafy

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Re: [Axe] Robbox
« Reply #21 on: October 29, 2012, 05:40:17 pm »
Why don't you just slow down vertical scrolling with a quick Copy( or Pause so that you don't have to sacrifice graphics quality on the horizontal shifts?
In-progress: Graviter (...)

Offline Hayleia

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Re: [Axe] Robbox
« Reply #22 on: October 30, 2012, 02:26:17 am »
Why don't you just slow down vertical scrolling with a quick Copy( or Pause so that you don't have to sacrifice graphics quality on the horizontal shifts?
Because this game is not finished at all. There are a lot of things coming, such as enemies for example. And I prefer to have a lot of spare speed before those come :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline stevon8ter

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Re: [Axe] Robbox
« Reply #23 on: December 10, 2012, 08:28:36 am »
Hey hayleia are you still working/going to work on this?
None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it


Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER

Offline Hayleia

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Re: [Axe] Robbox
« Reply #24 on: December 10, 2012, 11:11:17 am »
I am not working on it at the moment because of the Espace-TI contest, and I won't work on it during the holidays because this is the only moment I can work on TinyCraft, but then, I'll resume this project :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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