Author Topic: [A:P] Demo Release/Discussion  (Read 24985 times)

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Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #90 on: February 17, 2012, 09:08:51 pm »
Necropost, much? ???

Lol. I should get back to work on this sometime, hmm? Maybe when swim season ends...(late March)

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #91 on: February 17, 2012, 09:10:53 pm »
I agree, I was actually wondering if this died or something X.x. Hopefully nothing else get in your way after the swimming season x.x
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline nxtboy III

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Re: [A:P] Demo Release/Discussion
« Reply #92 on: February 18, 2012, 12:16:46 am »
I like the graphics. This is in 3-lvl gray, right?

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #93 on: February 18, 2012, 11:33:28 pm »
Yes, 3 lvl gray but there's nothing stopping me from making it 4lvl gray (which I think I am doing in my reboot)

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #94 on: February 18, 2012, 11:38:05 pm »
4 level might be nice, but the problem is that in the first demo it ran at about 8-12 FPS, and the grayscale already suffered from it (for decent grayscale, it has to be refreshed about 25 times a second at regular intervals), so I think 4 level would look too flickery, unless you ran DispGraph^rr commands 3 times in a row or something in the same fashion as in Reuben Quest.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #95 on: February 19, 2012, 12:12:18 am »
That's true, but when I look at my old tilemap routines I cringe haha. I haven't yet coded it, but I think I should be able to get some huge speed gains over what I had before, especially because now the tiles won't be masked. (For some reason all my old tiles were masked and displayed with Pt-Mask, when I really only need the character sprite to be masked)

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #96 on: February 19, 2012, 12:15:11 am »
Oh ok well that's good to hear. I wasn't sure if it could be improved much since you seemed already very good at Axe back then, seeing some of your other stuff :P

And lol at the masking part. I'm betting you'll double the speed by not having them masked O.O
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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