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It draws every two rows, which is fast enough on my calc to be barely noticeable.If anyone wants to optimize or help me rewrite my code to get around this, feel free.
how are you managing room linking in a quick/concise fashion? things like that tend to get tricky when there are four+ different link tiles on the same map.
The music restarting thing I can easily fix, as I know exactly where in my code that's happening, so it shouldn't be too hard to fix. I'm also contemplating how to do the map transition animation, like when going through a door, or up or down stairs, the screen fades to black, then back. I know I can do this with contrast manipulation, but I just have to find the right values.I'm also working on the intro. I managed to start implementing special values into the text routine, like what squidgetx is doing for Ash: Pheonix. Currently, a value of [01] displays the player's name and and a value [02] displays the rival's name. I'll implement other ones later, but it's a start. I'm also trying to work out a name input routine like the one in the original game. I have to try and dig up my old PicArc archive (hopefully I still have a copy) of the GUI it used in my old Celtic III build of the intro.
Eventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs.
Quote from: finaleEventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs.i had a brainthought:when a tile is stepped on you could have a parser run through the map data left to right, top to bottom from the beginning of your collision layer, adding one to a counter every time a link tile is encountered, and then append the map number to which the player should be directed(as well as the link tile number on that map where he will be appearing) to the end of the map data. it might be a little slow, but it's very small as well and could deal with 256 maps/link tiles per map =D.
Finale TI, can I take a screen of your pokemon game to introduce my french tutorial about Axe Parser ?This screen :
Am I missing something? I thought this was in Hybrid Basic? that said, that lookS AMAZING!