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Author Topic: The Mighty Jill Off -  (Read 6640 times) Bookmark and Share
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leafy
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« on: 18 March, 2011, 22:10:53 »
+3

First of all, I want to make this clear - I'm not cloning this game because I'm trying to spam/promote/whatever BDSM themes, but because it is an awesome game.

BTW This is using the same engine as The Slime with a few modifications.

Here's some of the tiles and a quick map I ported:

Compared to:
Spoiler for Hidden:

IRL it's not as jittery as the screenshot suggests.
« Last Edit: 18 March, 2011, 22:11:15 by leafiness0 » Logged

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« Reply #1 on: 18 March, 2011, 23:37:34 »
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that looks very nice, yo =D
just be sure that you don't scroll *too* quickly as that will cause lots of smooth scrolling grossness. also, because of the way quigibo does axe gray, certain scrolling intervals will look better than others, so all in all just be careful.
good luck!
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leafy
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« Reply #2 on: 18 March, 2011, 23:55:08 »
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Yeah I've noticed that increments by 1 resonates with the frequency of greyscale changes, making it look nasty.
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« Reply #3 on: 19 March, 2011, 06:13:11 »
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All right, all the tiles have been converted and inputted. Im waiting on somebody to help convert the ones I put up in pixel art before ill start working on the platforming engine.
I also have another problem - in the actual game, the map is one continuous vertical map sixteen tiles wide until you reach the top. I could try doing this but it would be pretty impractical for obvious reasons, or i could split it up into different rooms. Which should i go with?
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« Reply #4 on: 19 March, 2011, 08:29:37 »
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That really depends on the size of the entire map. If you can fit it into ram then by all means make it just one continuous room. Or if you are compiling to an app, I assume that the map data is static so you wouldn't need to overwrite it and you wouldn't have to do rooms. 
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List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
leafy
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« Reply #5 on: 19 March, 2011, 08:50:44 »
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Iono, it's some >800 tiles tall, maybe >1000. That's 16000 bytes, but it's all data so i could keep it a program. Or, I could store it into an appvar without having to make it an app (I'm trying to avoid that scenario). The problem is that the calculator needs to have enough free ram, and it could get enormous.
« Last Edit: 19 March, 2011, 08:54:48 by leafiness0 » Logged

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« Reply #6 on: 19 March, 2011, 09:28:21 »
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The shadows do look nice, but maybe if you cut those then you could do half byte tiles.(unless you are already doing that)  Then if the map is 1000 tiles tall the map data would be a much more reasonable 8000 bytes. Plus I thought Axe can only compile one page apps so 16000 bytes of data would leave no room for code.
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List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
Ashbad
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« Reply #7 on: 19 March, 2011, 13:30:00 »
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one idea is to fill up the first app page with code, disassemble, then add the data to a second page, reassemble as a 2 page app (of course not quite that simple, you need to look between pages for data) but viola.
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« Reply #8 on: 19 March, 2011, 13:47:19 »
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This is looking good! Really cool good job leafiness.
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leafy
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« Reply #9 on: 19 March, 2011, 19:11:55 »
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Well even without shadows the number of tiles exceeds 16, so I guess I'll just have to stick with full-byte. It looks better, too.
Anyways, I'll have to see first how tall the map is, then make a decision.
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« Reply #10 on: 19 March, 2011, 19:24:04 »
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The graphics look really good. Are the shadows actually shadows cast as part of the tilemapping, or are they extra tiles?
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leafy
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« Reply #11 on: 19 March, 2011, 19:45:41 »
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They're extra tiles. It took me a long time to get it to look right D<
The thing is, I don't know whether or not I got all the tiles unless I replay the entire game.
« Last Edit: 19 March, 2011, 19:45:59 by leafiness0 » Logged

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« Reply #12 on: 19 March, 2011, 19:47:33 »
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They're extra tiles. It took me a long time to get it to look right D<
The thing is, I don't know whether or not I got all the tiles unless I replay the entire game.

How many tiles do you have so far? You're using full-byte, right?
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leafy
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« Reply #13 on: 19 March, 2011, 19:48:52 »
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I've got some 34 tiles or so, and I know for certain I haven't put in 3 yet.
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« Reply #14 on: 19 March, 2011, 19:52:19 »
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Ah, and you're splitting them into groups, right?

And congrats on 100 post ratings Cheesy
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