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Quote from: squidgetx on November 06, 2010, 06:41:02 pmHmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother.And yes, for now I refresh the screen every frame.
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
I tried to compile my code as an app, but there is a strange bug.I can execute the app just one time, then the program exits by itself after a frame.Screen and Source attached.
Quote from: Aichi on November 07, 2010, 05:04:52 amI tried to compile my code as an app, but there is a strange bug.I can execute the app just one time, then the program exits by itself after a frame.Screen and Source attached.Make sure you aren't writing data to any static pointers like GDBXXX, PicXXX, or StrXXX. And make sure at the beginning of the program, you initialize all your variables--that could be why it quits after the first run.
Quote from: Aichi on November 06, 2010, 06:46:23 pmQuote from: squidgetx on November 06, 2010, 06:41:02 pmHmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother.And yes, for now I refresh the screen every frame.I suggest you don't do that every frame. In RandC, I only refresh the screen after something happens (a cursor move, message, etc.) and I have found it results in absolutely perfect grayscale ')
Character Structure +000 - Level +001 - Experience +002 - Experience Max +003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move) +004 - Position X +005 - Position Y +006 - HP +007 - HP Max +008 - Item 1 Number +009 - Item 1 Property +010 - Item 2 Number +011 - Item 2 Property +012 - Item 3 Number +013 - Item 3 Property +014 - Item 4 Number +015 - Item 4 Property +016 - Item 5 Number +017 - Item 5 Property +018 - Current Weapon +019 - Nimbleness (How far he can walk per round) +020 - Class +021 - ATK +022 - M ATK +023 - DEF +024 - M DEF +025 - Speed +026 - Weapon 1 Class +027 - Weapon 1 Rank +028 - Weapon 1 Exp +029 - Weapon 2 Class +030 - Weapon 2 Rank +031 - Weapon 2 Exp +032 - Change Counter (For Laguz') +033 - Change Counter Max +034 - Change - When he is transforming +035 - Poisoned +036 - Sleeping +037 - Tile Link +038 - Weight
Nice ANy luck fixing the slow grayscale by the way?
Also, I read some stuff about Fire Emblem and planned a lot.Here is the current character structure. It would be nice, if you suggest additional properties.Spoiler For Spoiler: Code: [Select]Character Structure +000 - Level +001 - Experience +002 - Experience Max +003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move) +004 - Position X +005 - Position Y +006 - HP +007 - HP Max +008 - Item 1 Number +009 - Item 1 Property +010 - Item 2 Number +011 - Item 2 Property +012 - Item 3 Number +013 - Item 3 Property +014 - Item 4 Number +015 - Item 4 Property +016 - Item 5 Number +017 - Item 5 Property +018 - Current Weapon +019 - Nimbleness (How far he can walk per round) +020 - Class +021 - ATK +022 - M ATK +023 - DEF +024 - M DEF +025 - Speed +026 - Weapon 1 Class +027 - Weapon 1 Rank +028 - Weapon 1 Exp +029 - Weapon 2 Class +030 - Weapon 2 Rank +031 - Weapon 2 Exp +032 - Change Counter (For Laguz') +033 - Change Counter Max +034 - Change - When he is transforming +035 - Poisoned +036 - Sleeping +037 - Tile Link +038 - Weight
Quote from: Aichi on November 07, 2010, 06:06:54 pmAlso, I read some stuff about Fire Emblem and planned a lot.Here is the current character structure. It would be nice, if you suggest additional properties.Spoiler For Spoiler: Code: [Select]Character Structure +000 - Level +001 - Experience +002 - Experience Max +003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move) +004 - Position X +005 - Position Y +006 - HP +007 - HP Max +008 - Item 1 Number +009 - Item 1 Property +010 - Item 2 Number +011 - Item 2 Property +012 - Item 3 Number +013 - Item 3 Property +014 - Item 4 Number +015 - Item 4 Property +016 - Item 5 Number +017 - Item 5 Property +018 - Current Weapon +019 - Nimbleness (How far he can walk per round) +020 - Class +021 - ATK +022 - M ATK +023 - DEF +024 - M DEF +025 - Speed +026 - Weapon 1 Class +027 - Weapon 1 Rank +028 - Weapon 1 Exp +029 - Weapon 2 Class +030 - Weapon 2 Rank +031 - Weapon 2 Exp +032 - Change Counter (For Laguz') +033 - Change Counter Max +034 - Change - When he is transforming +035 - Poisoned +036 - Sleeping +037 - Tile Link +038 - WeightWow, that's a lot of properties to record. Is this going to be an app? If it isn't, I can't see how you'll stay under the 8kb limit if you're using If: statements to register the properties.It's looking great though.