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No the spike is a tile, but you treat it like a zero (I'm assuming you won't want to do what I did because it's a bit slow and complicated)And what do you mean by graphical masking effects? I draw the entire tilemap once, store it to L3, and use RecallPic every frame.
I like the new menu Leafiness0. I actually liked the other one a lot, though, with the translucent level selection scrolling screen. However the new one is still looking nice. Actually for some reasons it kinda reminds me of xLIB xLIB Revolution title screen after you press Enter/2nd, for some reasons.Also nice new features you added since the last time I checked the thread. Are you still preserving some of the old levels despite the graphical overhaul?Also I'm glad this thread did not turn into an ASM vs Axe debate over here on Omni.
Like what stuff specifically?
Quote from: leafiness0 on November 12, 2011, 12:47:50 amLike what stuff specifically? well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.
Quote from: buttsfredkin on November 15, 2011, 05:21:21 pmQuote from: leafiness0 on November 12, 2011, 12:47:50 amLike what stuff specifically? well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.I generate everything from the tilemap, which has massive space savings over appvars for each level.
Here's something. I found another on the level where i moved the platform, but i couldnt reproduce it on the simulator... It involves the two blocks, and when they are stacked and on the platform, then you move it, they will fall into each other. Kind of a major glitch IMHO.
Quote from: leafiness0 on November 15, 2011, 08:35:44 pmQuote from: buttsfredkin on November 15, 2011, 05:21:21 pmQuote from: leafiness0 on November 12, 2011, 12:47:50 amLike what stuff specifically? well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.I generate everything from the tilemap, which has massive space savings over appvars for each level.Yeah, but in their defense, you can do more graphically with appvars. Not that I'd ever use huge appvars like that in a "real" game.
i couldnt reproduce it on the simulator... It involves the two blocks, and when they are stacked and on the platform, then you move it, they will fall into each other. Kind of a major glitch IMHO.