Author Topic: Space Impact  (Read 9850 times)

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Offline DJ Omnimaga

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Re: Space Impact
« Reply #15 on: November 06, 2010, 04:42:54 pm »
That said, make sure your title screen is not like 90% of the entire game file size, though. :P

Offline AngelFish

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Re: Space Impact
« Reply #16 on: November 06, 2010, 04:58:18 pm »
There's so much data that the individual menus barely even register. Less than a third of the total file is used by everything other than data and the game engine.
« Last Edit: November 06, 2010, 05:00:08 pm by Qwerty.55 »
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Offline DJ Omnimaga

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Re: Space Impact
« Reply #17 on: November 06, 2010, 05:01:43 pm »
Lol that's a lot. At least unlike in BASIC, Axe data is generally pretty small, though, same for ASM. In BASIC, each list elements are like 9 bytes each and when stored in the program, they take between 2 and 4 bytes, depending of how large is the number. That said, I personally don't mind if the game is large if it's gonna be a good game, though.
« Last Edit: November 06, 2010, 05:02:29 pm by DJ Omnimaga »

Offline AngelFish

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Re: Space Impact
« Reply #18 on: November 06, 2010, 05:03:50 pm »
Data is almost exclusively contained within strings. It allows the game to edit the map in real time. But I really hope it's a good game. Too much bloody work for it not to be fun.
« Last Edit: November 06, 2010, 05:05:37 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline DJ Omnimaga

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Re: Space Impact
« Reply #19 on: November 06, 2010, 05:06:12 pm »
Ah ok, well I can't wait to see it ;D

Offline AngelFish

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Re: Space Impact
« Reply #20 on: November 06, 2010, 05:08:02 pm »
I know, I'm eager to play it too  ;D

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« Last Edit: November 06, 2010, 05:08:35 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

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Re: Space Impact
« Reply #21 on: November 06, 2010, 05:09:07 pm »
It looks nice!  May I suggest, however, using DispGraphr when moving the rocket on the title screen, to preserve the quality of the title text?

Offline yunhua98

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Re: Space Impact
« Reply #22 on: November 06, 2010, 05:31:52 pm »
that looks really nice!  great job, I can't wait to see more.  ;)

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Offline aeTIos

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Re: Space Impact
« Reply #23 on: November 07, 2010, 11:12:26 am »
It looks nice!  May I suggest, however, using DispGraphr when moving the rocket on the title screen, to preserve the quality of the title text?
You see it because it's a slow screenshot. in the actual game, you wont see
Btw, I'll put sound in it. not music, only a "beep-beep" sound when shooting etc.
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SirCmpwn

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Re: Space Impact
« Reply #24 on: November 07, 2010, 11:16:55 am »
That's a good idea, but you should know that actual music (albeit consisting of beeps :P) is easy and works fine as an interrupt.  Check out this topic.

Offline DJ Omnimaga

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Re: Space Impact
« Reply #25 on: November 07, 2010, 01:30:45 pm »
Does it slows down the game a lot, though?

I wonder if you could play music in an interrupt and normall at the same time, to have some sort of chords, or even have sound effects be played normally when needed and the music through an interrupt?

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Re: Space Impact
« Reply #26 on: November 07, 2010, 01:47:15 pm »
I'm not sure that would work too wel.
It does slow down the game, but not too much.

Offline ztrumpet

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Re: Space Impact
« Reply #27 on: November 07, 2010, 11:32:54 pm »
This sounds neat, aeTIos. :)  Also, the screenies so far look nice. ;D

Offline DJ Omnimaga

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Re: Space Impact
« Reply #28 on: November 09, 2010, 01:22:49 pm »
* DJ Omnimaga wonders how is it progressing now

Offline Raylin

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Re: Space Impact
« Reply #29 on: November 09, 2010, 02:03:59 pm »
hello omnimagicans,

I coined that. [/offtopic]
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