Author Topic: Parallex  (Read 7873 times)

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Offline collechess

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Parallex
« on: October 25, 2011, 09:31:13 pm »
     I'm making a platformer to try out my new found tilemapping skills.  You can switch between two parallel two dimensional worlds  You can't jump.  So far there are ladders, switches, spikes, and gates.  The other things are portals, as this is a level before you can switch on your own, but you actually can right now.  Left and right move, up and down climb ladders, and 2nd switches.

Offline leafy

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Re: Parallex
« Reply #1 on: October 25, 2011, 09:36:14 pm »
Looks awesome! Speed looks like it could use a bit of work, but this is a nice concept. Reminds me of tealy and orangey ^^

EDIT: Found my old screenie :P
« Last Edit: October 25, 2011, 10:09:02 pm by leafiness0 »
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Offline LincolnB

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Re: Parallex
« Reply #2 on: October 25, 2011, 11:24:34 pm »
Sweet! Both screenshots look nice.
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Offline collechess

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Re: Parallex
« Reply #3 on: October 31, 2011, 06:20:03 pm »
I've made some improvements to the speed, you can now move twice as fast if you're not in the air.  I also added spikes and made the first to levels.  You can't switch dimensions on your own in this one.  Arrow keys move, get to the door to finish. 

Offline Builderboy

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Re: Parallex
« Reply #4 on: October 31, 2011, 06:39:22 pm »
What kind of methods are you using for collision detection?  It seems the best way to improve speed would not be to increase the movement speed, but decrease the amount of time taken to calculate each frame, which right now seems to be fairly slow.

Offline parserp

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Re: Parallex
« Reply #5 on: October 31, 2011, 06:44:06 pm »
I like it :D
I +1ed

Offline collechess

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Re: Parallex
« Reply #6 on: October 31, 2011, 07:03:57 pm »
I'm accessing the tile you will move to because there are too many different tiles for pixel test to be practical.
« Last Edit: October 31, 2011, 07:04:18 pm by collechess »

Offline Builderboy

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Re: Parallex
« Reply #7 on: October 31, 2011, 07:35:53 pm »
Hmmm what other types of things are you doing graphically that might be CPU intensive?

Offline Deep Toaster

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Re: Parallex
« Reply #8 on: October 31, 2011, 07:37:10 pm »
Are you drawing the whole thing every frame or something?




Offline collechess

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Re: Parallex
« Reply #9 on: October 31, 2011, 08:05:33 pm »
What do you mean every frame?
Because of the way the ladders are set up, I draw it every time the game loops.

Offline leafy

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Re: Parallex
« Reply #10 on: October 31, 2011, 09:10:41 pm »
Ouch, nononononono. There must be another way, especially since youre using 4x4 tiles :/
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Re: Parallex
« Reply #11 on: October 31, 2011, 09:32:46 pm »
You might want to try drawing the tilemap once, and then using StorePic to put it on the backbuffer, and then RecallPic every frame instead of redrawing everything.
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Offline collechess

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Re: Parallex
« Reply #12 on: November 01, 2011, 12:46:46 pm »
Can you elaborate?  The tilemap has one dynamic element.

Offline collechess

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Re: Parallex
« Reply #13 on: November 01, 2011, 04:36:33 pm »
I changed it to only update the screen when the map is changed and it goes a lot faster now.  Kind of too fast, but I hope it will slow down when I add more things.  Now my biggest goal is better collisions.  Because of the way the collisions are set up, to collide with spikes, you have to be exactly aligned with them or to the right.  So if your half on and half to the right you die, but if your half on and half to the left you don't.  PLAT is the game, Parallex Source 001 is the source.

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Re: Parallex
« Reply #14 on: November 01, 2011, 04:39:14 pm »
Yeah usually I just store the screen content in another memory area then recall that memory area into the LCD every frame or two. THis or updating the map only when changed like you said makes it faster.

By the way this looks nice. It reminds me another game I saw somewhere before (in Flash I think) and I like the concept.