Author Topic: Contest entry - Continuity  (Read 18850 times)

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Offline Freyaday

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Re: Contest entry - Continuity
« Reply #75 on: May 28, 2011, 08:34:09 pm »
And then I'd have 768 bytes of sprites, and 96 bytes of tilemap
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Offline leafy

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Re: Contest entry - Continuity
« Reply #76 on: May 28, 2011, 09:25:43 pm »
But sprites can be reused, saving you 768 bytes per map ^^
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Re: Contest entry - Continuity
« Reply #77 on: May 28, 2011, 09:37:43 pm »
It depends.  If he's going for either a black or a white scheme, with no different tiles, saving it as picture data would actually be best, considering that one tile = one pixel.

Offline Freyaday

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Re: Contest entry - Continuity
« Reply #78 on: May 29, 2011, 02:06:06 am »
Ashbad's got it right. the levels you see in the screenies are the kind I'm gonna make.
In other news, Frey continues kicking unprecedented levels of ass.
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #79 on: May 30, 2011, 02:40:49 am »
Wow. That. Is. Impressive.
Back on topic, grayscale is nearly perfect since I use an interrupt now. speed is überhigh even though the interrupt freq is 1 (which means ~300 (?) times a second). The only places I use Full is the tile shifting screen and the map draw routine, but that is not too necessary.
I cut ~40 bytes using A*B instead of A and B, its a huge improvement (not kidding, but you can really save a ton of bytes with this). Afaik, the program is now fully optimized (probably Runer can optimize it further, but I'm pretty sure it is less than 100 bytes)
Further news/updates:
-Added a run indicator at the loading screen (instead of the VAT entries displaying)
-Program size: 7422 bytes

Hope to post a screenie soon!
« Last Edit: May 30, 2011, 02:42:14 am by aeTIos »
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Re: Contest entry - Continuity
« Reply #80 on: May 30, 2011, 04:32:35 am »
I cut ~40 bytes using A*B instead of A and B, its a huge improvement (not kidding, but you can really save a ton of bytes with this).

Those should be the same size.  Its 3 bytes to call the multiplication routine and 3 bytes to perform a logical and, plus the and is way faster than the multiply.  Are you sure you're calculating that correctly?
« Last Edit: May 30, 2011, 04:34:03 am by Quigibo »
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #81 on: May 30, 2011, 04:54:04 am »
Afaik, yes. I tried it and it did cut bytes (4 times, made 12 bytes)
But I'll check it again, thx for pointing this out

[offtopic]
BTW, did you see that axe 0.5.3 is totally broken? Runer found it out, check the bug reports section
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Offline TIfanx1999

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Re: Contest entry - Continuity
« Reply #82 on: May 30, 2011, 09:29:12 am »
It's been fixed already: http://ourl.ca/40600 (newest build)

Offline aeTIos

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Re: Contest entry - Continuity
« Reply #83 on: May 30, 2011, 09:33:06 am »
Yeah, I noticed that.
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #84 on: June 02, 2011, 04:24:32 pm »
I'm sorry for my activity decrease, I'll post updates soon.
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Offline DJ Omnimaga

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Re: Contest entry - Continuity
« Reply #85 on: June 08, 2011, 12:31:34 am »
Looks nice aeTIos. Very true to the original. I'm glad to see more flash games being ported to calcs. :)

Offline Darl181

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Re: Contest entry - Continuity
« Reply #86 on: June 08, 2011, 11:59:19 am »
This game is awesome, only thing I could think of to improve it gameplay-wise would be a scrolling animation when you go into the other box/area/whatever and when you're zoomed out, maybe have a way so it looks like the pieces are sliding instead of just snapping to place.
« Last Edit: June 08, 2011, 11:59:28 am by Darl181 »
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #87 on: June 09, 2011, 12:10:47 pm »
Thx, I'll try to implent that. as for the snapping sliders, with animation its getting very slow.
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Offline Darl181

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Re: Contest entry - Continuity
« Reply #88 on: June 09, 2011, 02:39:35 pm »
It doesn't have to be an animation per se, possibly it could just display the tile half-way through sliding or something.
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #89 on: June 23, 2011, 03:13:38 am »
*sigh*

I broke something, and now its friggin' slow.
I think I gotta rewrite the whole thing... :(
But since I got 3 weeks left, I can do it.

EDIT: :D its working again!
« Last Edit: June 23, 2011, 03:17:53 am by aeTIos »
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