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Omnimaga
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TI Z80
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The Slime
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Topic: The Slime (Read 9981 times)
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DJ Omnimaga
Clacualters are teh gr33t
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Re: The Slime
«
Reply #15 on:
March 13, 2011, 11:42:09 pm »
Yeah in Supersonic ball I used the backbuffer for detection and if I used a real tilemap it would have been insanely slow. X.x
Good luck whatever you decide.
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leafy
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Re: The Slime
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Reply #16 on:
March 14, 2011, 02:46:10 am »
Okay, I am debating using half-byte tilemapping or full byte. Full byte will be more a problem but can allow for a much larger tileset ,which is generally a good thing with platformers. Half-byte will be slightly slower but easier to handle with free RAM and will allow for larger maps.
Which should I go with?
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DJ Omnimaga
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Re: The Slime
«
Reply #17 on:
March 14, 2011, 04:00:40 am »
I would personally go with full bytes, unless you plan to have loads and loads of massive levels. Otherwise you could go with half-bytes I guess. If you only plan to use 16 tiles per map, you could simply switch between palettes of 16 tiles. I would personally test out first, in case it gets too slow for a platformer.
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leafy
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Re: The Slime
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Reply #18 on:
March 14, 2011, 04:01:57 am »
What's the largest square tilemap that L1 could support in full-byte? Would it be floor(sqrt(768))? Or whatever bytes L1 has?
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sjasogun1
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Re: The Slime
«
Reply #19 on:
March 14, 2011, 05:10:35 am »
I just noticed this, the names are really similar
But my game is an RPG and yours is going to be a platformer from the look of it. I'm curious to see some screenshots, especially of the wall-jumping! Too bad I don't own a TI-calc though...
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leafy
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Re: The Slime
«
Reply #20 on:
March 14, 2011, 06:48:14 pm »
Hm, maybe I will use the front buffer, just because it's so convenient xD
and fast, too.
@Squidgetx How do you account for when the pixels are off the screen? You use a for loop for hit detection, but what if the pixels aren't on the screen when the for loop reaches it, or do you just set a terminal velocity?
EDIT: Oh wait, I get it.
EDIT2: I'll use the tile detection method from Graviter but the tilemapper from squidgetx's sand land, I guess.
«
Last Edit: March 14, 2011, 06:59:01 pm by leafiness0
»
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leafy
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Re: The Slime
«
Reply #21 on:
March 15, 2011, 01:13:13 am »
Alright, I got a rudimentary menu system in place and i got my tile-checking working. I'm going to make mine differ from squid's in that when the tilmeapper reaches the edge the sprite moves rather than the map.
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leafy
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Re: The Slime
«
Reply #22 on:
March 15, 2011, 08:16:54 pm »
Aw right, I got it working. Time to get walljumping in, then moving to specialized tiles!
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leafy
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Re: The Slime
«
Reply #23 on:
March 16, 2011, 10:51:43 pm »
Okay, wall-jumping and some cool new elements have been implemented!
Screenshots soon.
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Darl181
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Re: The Slime
«
Reply #24 on:
March 17, 2011, 01:31:11 am »
Cool, can't wait to see what this looks like
So, just to clarify, it's a smoothscrolling physics platformer?
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leafy
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Re: The Slime
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Reply #25 on:
March 17, 2011, 01:56:27 am »
Indeed it is. Although im going light on the physics to boost platforming elements.
So far ive got teleporters, keys and doors, boost tiles, wall jumping, and coveyer belts.
Also, another epic death animation in the works.
and its all fairly fast in 15mhz mode. Its pretty fast even in 6.
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Darl181
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Re: The Slime
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Reply #26 on:
March 17, 2011, 02:01:52 am »
So, wall jumping is like bouncing off the wall, or the ability to jump back and forth up a pair of parallel walls?
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leafy
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Re: The Slime
«
Reply #27 on:
March 17, 2011, 02:08:08 am »
Both (youll see when i post my screenie) i cant do it now because only my friend has the cable.
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Compynerd255
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Betafreak Games
Re: The Slime
«
Reply #28 on:
March 17, 2011, 11:15:38 am »
Sounds like you're making some pretty cool progress on this game. I can't wait to see a screenie of it.
I just want to get this clear. So, The Slime is just the name of your character in an adventure platformer? That's totally okay if it is, but I clicked on the forum thinking you were making a game with a fluid, ameoba-like slime in a platform game. That would be a cool project for someone to make.
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The Slime: On Hold, preparing to add dynamic tiles
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shmibs
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Re: The Slime
«
Reply #29 on:
March 17, 2011, 03:08:23 pm »
this sounds rather interesting, leafiness.
if you're having trouble fitting everything into RAM i would suggest using full byte tiles, which allow for greater variety and are faster than half-byte, and storing your maps in a temporary appvar that is deleted upon exiting. it may take up a bit more prog-RAM, but i doubt your platformer engine will be larger than 16kb max(if it's really ridiculous), leaving you room to work with.
good luck!
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The Slime