Author Topic: Contest entry - Continuity  (Read 18730 times)

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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #60 on: May 27, 2011, 09:52:31 am »
I dont use that. Anyway, I have cut my code down quite a lot (let's say 400 bytes total) but since I added new code, you dont notice it. It is 7210 bytes now, without the maps.
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Offline Munchor

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Re: Contest entry - Continuity
« Reply #61 on: May 27, 2011, 12:43:39 pm »
I dont use that. Anyway, I have cut my code down quite a lot (let's say 400 bytes total) but since I added new code, you dont notice it. It is 7210 bytes now, without the maps.
Keys go away if you take them now!
Also, Frey, congrats on your 1000th post.

7210bytes? Well, that's close to the limit, will it use CrabCake or be an App?

Offline aeTIos

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Re: Contest entry - Continuity
« Reply #62 on: May 27, 2011, 12:52:22 pm »
Its with all data included, forgot to say that.
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Offline yunhua98

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Re: Contest entry - Continuity
« Reply #63 on: May 27, 2011, 12:55:06 pm »
How much space do the levels take?

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Offline Munchor

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Re: Contest entry - Continuity
« Reply #64 on: May 27, 2011, 12:55:32 pm »
Its with all data included, forgot to say that.

Ah, so what about without levels?

Offline aeTIos

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Re: Contest entry - Continuity
« Reply #65 on: May 27, 2011, 12:57:39 pm »
:\
Um, the levels are appvars. The data takes ~ 500 bytes (>20 sprites + text data)
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Offline Freyaday

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Re: Contest entry - Continuity
« Reply #66 on: May 27, 2011, 09:20:36 pm »
How are your levels so small?!?
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Offline ztrumpet

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Re: Contest entry - Continuity
« Reply #67 on: May 27, 2011, 11:24:06 pm »
Levels for mine look like they'll be under 100 bytes each. :D

Offline leafy

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Re: Contest entry - Continuity
« Reply #68 on: May 27, 2011, 11:28:05 pm »
Each of my levels is 108 bytes. It's so small because it uses a tilemap. Freyaday, I think you draw all your maps manually (like manual placement) which takes up much more space.
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Offline Darl181

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Re: Contest entry - Continuity
« Reply #69 on: May 27, 2011, 11:36:33 pm »
I can probably compress mine, atm only 8 types.  I really need to learn some sort of real compression method :P
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Offline leafy

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Re: Contest entry - Continuity
« Reply #70 on: May 28, 2011, 12:00:15 am »
You can use that pucrunch axiom that guy released.
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Offline Freyaday

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Re: Contest entry - Continuity
« Reply #71 on: May 28, 2011, 01:37:21 am »
Mine are actually a picture of the levelscape (the stuff you can stand/jump/run into) followed by the coordinates of the door and the coordinates of the switch for the door. Then there's another appvar for the mines, and another one for the shimmering rectangles.
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #72 on: May 28, 2011, 08:57:07 am »
My levels are 216 bytes each. I am going to add compression very soon.
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Offline Freyaday

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Re: Contest entry - Continuity
« Reply #73 on: May 28, 2011, 10:46:04 am »
I'm gonna get the levels running out of archive eventually. I think that's gonna be the same time I get multiple levels working.
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Offline leafy

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Re: Contest entry - Continuity
« Reply #74 on: May 28, 2011, 05:29:56 pm »
@Freyaday if each map is one picture, not including the buttons and doors, that's already 768 bytes, which is massive. Using a tilemap you can cut it down a lot.
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