Author Topic: My First Quantum Translocator  (Read 46020 times)

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Offline JustCause

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Re: My First Quantum Translocator
« Reply #180 on: November 05, 2010, 08:48:59 am »
Yea, seems like it's drawing the two rectangles separately...seems nonduplicable. If it comes up again I'll see if I can kludge around it.
« Last Edit: November 05, 2010, 08:50:20 am by JustCause »
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Offline Runer112

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Re: My First Quantum Translocator
« Reply #181 on: November 05, 2010, 09:25:02 am »
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :P
« Last Edit: November 05, 2010, 09:26:40 am by Runer112 »

Offline JustCause

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Re: My First Quantum Translocator
« Reply #182 on: November 05, 2010, 03:03:54 pm »
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :P
Thanks for the tip. I'll do that.
See you, space cowboy...

ASHBAD_ALVIN

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Re: My First Quantum Translocator
« Reply #183 on: November 05, 2010, 03:15:25 pm »
I like how the menu for new game/continue is where you jump to the option :D

Offline Munchor

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Re: My First Quantum Translocator
« Reply #184 on: November 05, 2010, 03:16:23 pm »
I like how the menu for new game/continue is where you jump to the option :D

Even though, I prefer number based menus :)

Offline JustCause

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Re: My First Quantum Translocator
« Reply #185 on: November 05, 2010, 06:10:57 pm »
I like how the menu for new game/continue is where you jump to the option :D
Even though, I prefer number based menus :)
I originally did number-based, but eventually decided "What the hell, I can knock this together in about 90 seconds, why not?" ;D
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Offline Darl181

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Re: My First Quantum Translocator
« Reply #186 on: November 05, 2010, 06:53:38 pm »
Yea, seems like it's drawing the two rectangles separately...seems nonduplicable. If it comes up again I'll see if I can kludge around it.
I guess it's two RectI( 's, one supposed to be on top of the other?
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :P
Thanks for the tip. I'll do that.
Agreed.
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Offline JustCause

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Re: My First Quantum Translocator
« Reply #187 on: November 09, 2010, 08:56:34 am »
Ok, after I got the Bizzare Black Box Bug (henceforth abbreviated as Bx4) I changed to a sprite method. Update should go up soon.

Also, a quick explanation of my buffer use and why I don't think I can use Dispgraphr:
Code: [Select]
Repeat Q
back buffer->front buffer
do tests on front buffer
draw all situational things on front buffer
front buffer->screen
End
There's probably a way I can structure this differently, but it's eluding me at the moment...
also, Dispgraphr is kinda slow compared to a single draw.
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #188 on: November 09, 2010, 12:13:25 pm »
Ah I see about the back-buffer thing. What do you have to do in the back buffer, though? I don't see anything in your code box like additional testing. Btw nice to see progress

Offline JustCause

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Re: My First Quantum Translocator
« Reply #189 on: November 09, 2010, 12:41:41 pm »
Ah I see about the back-buffer thing. What do you have to do in the back buffer, though? I don't see anything in your code box like additional testing. Btw nice to see progress
I don't have to do anything in the back buffer, but I've tried eliminating it (and simply drawing the level every frame): the speed decrease is horrendous.

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this post marks the beginning of my post rush. I plan on hitting 250 by the end of this week. :) don't worry they'll all be productive.
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Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #190 on: November 09, 2010, 12:55:57 pm »
Ah I see. Sorry to hear about the speed loss. Hope to see new progress soon. :)


Offline Builderboy

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Re: My First Quantum Translocator
« Reply #191 on: November 09, 2010, 03:46:51 pm »
Thats exactly the buffer use i use for PortalX ^^ And yeah the only way you would be able to free up the buffer is if you made your graphics non destructive, like have every sprite an XOR sprite so that you don't have to redraw the screen every frame.

Offline KisforKeyboard

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Re: My First Quantum Translocator
« Reply #192 on: November 09, 2010, 04:36:28 pm »
wow justcause this looks like portal :D

Offline JustCause

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Re: My First Quantum Translocator
« Reply #193 on: November 10, 2010, 08:57:29 am »
Thats exactly the buffer use i use for PortalX ^^ And yeah the only way you would be able to free up the buffer is if you made your graphics non destructive, like have every sprite an XOR sprite so that you don't have to redraw the screen every frame.
Considered this. Will test soon.

Next update will have the sprite fix and improved logic for saving (the message comes up only when you reach the level, not when you reload).
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #194 on: November 10, 2010, 02:01:17 pm »
Improved logic for saving? ???
« Last Edit: November 10, 2010, 02:02:07 pm by DJ Omnimaga »