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Author Topic: Metroid Chozo Mission -  (Read 18283 times) Bookmark and Share
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ztrumpet
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« Reply #240 on: 12 February, 2011, 00:37:02 »
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Wow, that looks cool!  Great job!

I believe there's a converter like that in the Download section. Smiley
Edit:Is this what you're looking for? http://www.omnimaga.org/index.php?action=downloads;sa=view;down=520
« Last Edit: 12 February, 2011, 00:39:16 by ztrumpet » Logged

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« Reply #241 on: 12 February, 2011, 15:07:34 »
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Yeah, it's that Wink Thank you !

Edit : Added missiles. Working on the exploding animation
« Last Edit: 13 February, 2011, 17:55:58 by Ti-DkS » Logged





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« Reply #242 on: 13 February, 2011, 22:25:28 »
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I definitively love the map design and camera system.

On a side note feel free to use enemy sprites from my Metroid game. I don't remember who did Kraid, though. I know Necro did the mother brain sprite and I converted the rest.
« Last Edit: 13 February, 2011, 22:28:08 by DJ_O » Logged

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« Reply #243 on: 13 February, 2011, 22:28:12 »
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Did you try adding that gravity system i showed you about?  Or is that still in the works?
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« Reply #244 on: 13 February, 2011, 22:58:39 »
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Did you try adding that gravity system i showed you about?  Or is that still in the works?
This going to have gravity?!  That'll rule! Grin
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« Reply #245 on: 13 February, 2011, 22:59:34 »
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well it already has gravity Tongue I was just helping him with physics and adding a more realistic gravity system
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« Reply #246 on: 13 February, 2011, 23:00:34 »
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lol...  *realistic gravity*
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« Reply #247 on: 13 February, 2011, 23:19:41 »
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Working on that Wink
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« Reply #248 on: 13 February, 2011, 23:24:35 »
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Can't wait to see it in action Smiley
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« Reply #249 on: 14 February, 2011, 22:26:51 »
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Okay, so I think it's better for you to see the screenie before reading Wink
I've a problem of optimization : to allow to me using grayscaled backgrounds I am forced to draw each tiles 2 times instead of copying the buffer to the backbuffer after drawing what made me many slowdowns... Is it possible to draw each tiles 2 times (buffer and backbuffer) without using 2 times the Pnt-off command and without loosing speed Huh?

Edit : it is more or less two time slower on the real calc but wabbit seems to have corrected that lag Smiley
Is there a way to make the background scrolling two time slower than the character without loosing significant speed too ?


* metrogif16.gif (872 KB, 192x128 - viewed 155 times.)
« Last Edit: 14 February, 2011, 22:33:46 by Ti-DkS » Logged





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« Reply #250 on: 14 February, 2011, 22:50:23 »
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Wait, why are you drawing your sprites onto the backbuffer in the first place?  Isn't your map monochrome?
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« Reply #251 on: 14 February, 2011, 22:55:50 »
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This looks even better. shocked  I especially love the HUD. One suggestion I have to improve speed would be that every 2 frame you absolutely draw nothing at all, not even Samus or the HUD. That may not work if your collision detection is pixel-test based, though.

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« Reply #252 on: 14 February, 2011, 23:23:52 »
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Wow, that looks awesome!  Great job!  I really like the background. Grin
You could always do this:
1.) Draw all the sprites on the front buffer
2.) StorePic
3.) Draw the background
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« Reply #253 on: 15 February, 2011, 21:39:33 »
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Wait, why are you drawing your sprites onto the backbuffer in the first place?  Isn't your map monochrome?
Yes, my map is monochrome but I wanted to be able to draw grayscaled background without drawing each tiles on the 2 buffers Smiley

Wow, that looks awesome!  Great job!  I really like the background. Grin
You could always do this:
1.) Draw all the sprites on the front buffer
2.) StorePic
3.) Draw the background
I think I can't because my tiles aren't totally black and background will probably cover them...
But copying the bytes of each tiles drawn on the buffer to the back buffer isn't fastest than using the sprite command to draw them on the back buffer ?
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« Reply #254 on: 15 February, 2011, 22:43:23 »
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I wanted to be able to draw grayscaled background without drawing each tiles on the 2 buffers Smiley
I think I can't because my tiles aren't totally black and background will probably cover them...

If your map is totally monochrome and your background is on the backbuffer, try just drawing the image onto the backbuffer once, never again do anything to the backbuffer, and just draw your sprites onto the front buffer?I am confused as to why you are drawing the map onto the backbuffer as well, the backbuffer is always going to be put 'behind' the front buffer if you are doing 3 color greyscale
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