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Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data so I just threw something together really quickly, kinder you're going to have to add it all back The reason the compiled file is so large is because it has a 4096 byte buffer for the map, a 1536 byte buffer for the screens, and a ton of other data besides.(BTW it takes a good 2 minutes to walk clear across the map without stopping )
Maybe this could be modified to generate the landhttp://ourl.ca/4129/135999
(BTW it takes a good 2 minutes to walk clear across the map without stopping )
Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data so I just threw something together really quickly, kinder you're going to have to add it all back
Quote from: chattahippie on January 11, 2012, 11:34:50 pmMaybe this could be modified to generate the landhttp://ourl.ca/4129/135999We already know how the land is generated in the original game. We're going to try to port that as best we can first.
I'll make the level generator, don't worry about that. I think we should stick with 32x32 maps, and with 8x8 tiles (size), because then we can have 12x8 tiles (amount) on-screen, just like the original game, and that crafting menu is awesome Tinycraft is the name now, so @moderator, please remove the poll.
We already know how the land is generated in the original game. We're going to try to port that as best we can first.