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Author Topic: Your Projects - Post and Critique -  (Read 32559 times) Bookmark and Share
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DJ Omnimaga
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« Reply #450 on: 20 July, 2010, 05:48:41 »
0

Maybe we could create a word ourselves. Instead of Ninja'd, what about Loli'd? Tongue
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Darl181
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« Reply #451 on: 20 July, 2010, 20:26:13 »
+1

Or just take some random word and apply it to the meaning.
Apple'd!!!
Sparrow'd!
  Cheesy'd!

Okay, on topic.
I fixed the pause menu.
Instead of it being a subroutine, I just made it a label.
'Quit' works now.
This will probably be my last day on a computer until august, so I'll load it here.
You know what it looks like by now, is a screenshot necessary?

By the end of the summer, I hope to have options actually do something and have a title screen, possibly with a menu.

I  wasn't really planning on making Spacerun a whole new project, not while Jetpack is still in the works.
For jetpack, I might just drrop the Papijump clone idea until I get more experience programming. At this point, I've been programming for just about nine months.
If I get things done fast enough, I might even start working on some sort of pinball thing, using some sort of modified engine from the PHYSIC program I made a while back.  Don't expect something like Acelgoyobis though...

Well, I'll be off.  I'll be back eventually.


Giant Necro Edit: added old screenie because I have stuff linking to this post.  So...

* JETSRC4.8Xp (2.73 KB - downloaded 46 times.)
« Last Edit: 25 January, 2012, 04:17:02 by Darl181 » Logged




 
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« Reply #452 on: 20 July, 2010, 21:18:33 »
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I hope you don't ditch the spacerun idea, though. I kinda liked it. I could always try making a similar game later, though.

I can,t wait to see you return.
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« Reply #453 on: 26 July, 2010, 08:36:29 »
+3

Not bad, amirite? I was waiting forever for reading from archive to come out to do this. Grin


* Zelda Map Scrolling Demo.gif (1972.86 KB, 192x128 - viewed 344 times.)
« Last Edit: 26 July, 2010, 08:38:36 by Runer112 » Logged
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« Reply #454 on: 26 July, 2010, 08:48:34 »
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Holy crap!
Is that the entire map of Hyrule?! o.o
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« Reply #455 on: 26 July, 2010, 08:56:19 »
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WOW! That is awesome! Great job! Just going to keep it as a scrolling program or make it into a game?
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« Reply #456 on: 26 July, 2010, 08:59:27 »
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The white space on the side is a BIG tipoff. Cheesy
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« Reply #457 on: 26 July, 2010, 09:04:15 »
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Nice Runer. You've obviously put some time in on this!
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« Reply #458 on: 26 July, 2010, 09:18:50 »
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Its absolutely amazing!  There is a lot of detail there.  Can't wait to see what you do with this.

I'm wondering why it seems so flickery in the screenshot though.  Is it just the emulation, or is it the drawing of a lot of sprites between every redraw that's slowing it down?  If the latter, you can save the screen to a buffer so you don't have to redraw the screen every frame.
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« Reply #459 on: 26 July, 2010, 09:34:28 »
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Holy crap!
Is that the entire map of Hyrule?! o.o

Indeed it is.

Nice Runer. You've obviously put some time in on this!

Took me about 2 weeks to convert sprites into 8x8. And those are just the overworld, outdoor, map tiles.

Its absolutely amazing!  There is a lot of detail there.  Can't wait to see what you do with this.

I'm wondering why it seems so flickery in the screenshot though.  Is it just the emulation, or is it the drawing of a lot of sprites between every redraw that's slowing it down?  If the latter, you can save the screen to a buffer so you don't have to redraw the screen every frame.

The flickering is just the screenshot, it looks great on a real calc. And no, it doesn't draw the background every frame, hence me asking in the feature request topic for sprite drawing to arbitrary buffers, as I have two extra buffers for the background. As of now have to use a subroutine for drawing sprites to an arbitrary buffer that I made myself, which is neither small nor fast. Drawing one 10x8 background takes almost half a second.

Tomorrow I'll probably try to work on a bit of map compression. As of now I have 318 tiles, so with no compression each unit in the tilemap has to be 2 bytes, resulting 40960 total bytes of map data. If I can chop that down to 10 bits per tile (I expect the total tile count to exceed 512 by the end, with animated, indoor, and dungeon tiles) and add RLE, I figure I can get it down to at least half of that. Then I'll re-sprite the indoor and dungeon areas to 8x8, which will probably take a while, get the dungeon map data all working and compressed, and with any luck all the tile and tilemap data will only be about 50K, hopefully leaving enough room for this to be a TI-83+ game.
« Last Edit: 26 July, 2010, 10:00:26 by Runer112 » Logged
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« Reply #460 on: 27 July, 2010, 09:23:42 »
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(I realize this is technically a double post, but my last one was getting pretty full and was made a day ago, so I'm just making a new post.)

Well, I managed to finally get tilemap compression completely working. What used to be 40998 bytes of overworld tilemap data is now 18792! I can't tell exactly how long it takes to decompress the tilemap for each new area, but it's quite fast. Even without any DispGraphrr's activating during the decompression, the freeze is only slightly noticeable, so I only needed DispGraphrr to activate once or twice during the decompression. Most of the wait time when loading a new zone occurs while my super inefficient and super slow sprite routine draws the background sprites to arbitrary buffers (Hint hint, feature request *pokes Quigibo*). These backup buffers are needed so after drawing sprites on top of the background and the screen is updated, the sprites can be quickly erased and the background restored by just copying these backup buffers to the real ones.
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« Reply #461 on: 27 July, 2010, 18:43:32 »
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Wow, nice job, Runer.  it looks great.
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« Reply #462 on: 27 July, 2010, 19:33:04 »
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Runer, are you trying to compete with Spencer or are you submitting that for the contest?
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« Reply #463 on: 27 July, 2010, 21:02:35 »
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Holy crap!
Is that the entire map of Hyrule?! o.o

Indeed it is.
Actually, that is Koholint.
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« Reply #464 on: 28 July, 2010, 03:33:39 »
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Runer, are you trying to compete with Spencer or are you submitting that for the contest?

Who is Spencer?  Huh?
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