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Quote from: squidgetx on November 17, 2010, 07:33:01 pmPersonally I like using horizontal commands But if redrawing speed isn't an issue, collision detection will be easier to deal with because the offset value is probably also easier to deal with using a redraw methodWell, no matter what, I have a portion of the tilemap (the portion on the screen) stored in an 70-byte array at L5 (it's 9x7 plus another column that gets scrolled in). It's really easy to work with, so redrawing/horizontal doesn't really matter at all. It's just a matter of which turns out to be faster (and which one looks better). I just tested redrawing every single frame (even without scrolling), and it's already pretty slow (even without enemies ), so that definitely won't work...
Personally I like using horizontal commands But if redrawing speed isn't an issue, collision detection will be easier to deal with because the offset value is probably also easier to deal with using a redraw method
I don't have a screenshot, butUpdateCompletely started over (again). It's now a lot better than before (several times faster, even with scrolling implemented). Bullets now work perfectly, and I'm adding the enemies right now. So basically, the engine is pretty much done :DEDIT: Oh, yeah, and it's still full grayscale. And fixed all those bugs in the earlier screenshot too: the character lands upright (instead of staying in a ball), he doesn't stop in the middle of a platform if he falls there, and scrolling with bullets actually works.
Quote from: Deep Thought on November 17, 2010, 11:10:48 pmQuote from: squidgetx on November 17, 2010, 07:33:01 pmPersonally I like using horizontal commands But if redrawing speed isn't an issue, collision detection will be easier to deal with because the offset value is probably also easier to deal with using a redraw methodWell, no matter what, I have a portion of the tilemap (the portion on the screen) stored in an 70-byte array at L5 (it's 9x7 plus another column that gets scrolled in). It's really easy to work with, so redrawing/horizontal doesn't really matter at all. It's just a matter of which turns out to be faster (and which one looks better). I just tested redrawing every single frame (even without scrolling), and it's already pretty slow (even without enemies ), so that definitely won't work...What about using Horizontal to move the bulk of the image, then just drawing the new line that's shifted in?
Cool to hear. WIll it make it harder to draw enemies and bullets, though?
Well as he said in his new post, (that one you quoted is from November) he changed the way things are drawn. Seeing as he mentions a huge speed increase, I wouldn't be surprised if this is what he is doing now.
Quote from: Qwerty.55 on December 23, 2010, 02:45:36 amQuote from: Deep Thought on November 17, 2010, 11:10:48 pmQuote from: squidgetx on November 17, 2010, 07:33:01 pmPersonally I like using horizontal commands But if redrawing speed isn't an issue, collision detection will be easier to deal with because the offset value is probably also easier to deal with using a redraw methodWell, no matter what, I have a portion of the tilemap (the portion on the screen) stored in an 70-byte array at L5 (it's 9x7 plus another column that gets scrolled in). It's really easy to work with, so redrawing/horizontal doesn't really matter at all. It's just a matter of which turns out to be faster (and which one looks better). I just tested redrawing every single frame (even without scrolling), and it's already pretty slow (even without enemies ), so that definitely won't work...What about using Horizontal to move the bulk of the image, then just drawing the new line that's shifted in?Well as he said in his new post, (that one you quoted is from November) he changed the way things are drawn. Seeing as he mentions a huge speed increase, I wouldn't be surprised if this is what he is doing now.
Yeah, that's pretty much what I'm doing, except that I wrote my own Horizontal routine to only move the stuff I want to move (the 9x7 map in the middle of the screen). So I don't have to redraw everything else, which is great.
Oh that's cool, less stuff to scroll means much faster. Is it hard to scroll smoothly, though?
Quote from: DJ Omnimaga on December 26, 2010, 01:25:50 amOh that's cool, less stuff to scroll means much faster. Is it hard to scroll smoothly, though?Nope, still pretty smooth. I'll try to get a screenshot to post when school starts again EDIT: And maybe a demo.
Ah nice, but I mean how do you handle drawing sprites outside the area without erasing everything around the map where stuff is drawn? I mean the sprite clipping and such things.
Quote from: Deep Thought on December 26, 2010, 01:37:28 amQuote from: DJ Omnimaga on December 26, 2010, 01:25:50 amOh that's cool, less stuff to scroll means much faster. Is it hard to scroll smoothly, though?Nope, still pretty smooth. I'll try to get a screenshot to post when school starts again EDIT: And maybe a demo.Nice! I can't wait for it, since I'm a Contra fan (web browser SNES emulator)