that looks great Hoffa! I heard that graphics rendering for Lua is a slow stack-based method (For NLua, at least) -- what is the framerate right now?I can't really say as there is no real animation. It's also event-based so unless I make some sort of benchmarking thing with continuous animation it'll be hard to give an accurate framerate. But I'd say about 10-15 FPS, but it can be anything really.
That looks nice. If I was you however, I would start with a small Pokémon demo with only like 20 Pokémons maybe to not start too big. That's unless you have a lot of project and programming experience, though. I guess maybe there will be no smooth scrolling, right?What I really wanted to try here wasn't that much the Pokémon part, but the tile-based-game part. I'm not even thinking about the Pokémons and fights yet, just about how it would all work and checking the performance and stuff like that. When it comes to the slow speed, the problem is that if the most primitive functions are already slow, it'll be hard to optimize that.
Fortunately Lua speed is better than nothing at least. It seems we can do pretty awesome stuff in it and the slow speed might encourage people to try finding new optimizing tricks in the process.
By the way, when we documented the lua functions when we discovered them, we didn't know platform.window:invalidate() would accept arguemtns that specify *what part of the screen" you want to refresh.Goddamn, are you serious?! :o That's great news! That could fix many (if not all) of the framerate issues! I have to try that out, thanks for telling me that! :D That will help a lot.
That's why I told you ;)This is so great. Just tried it out, Ash now moves faster than light (well you get the point). Having a lot of stuff on the screen might not be an obstacle after all!
It's there : http://wiki.inspired-lua.org/platform.window:invalidate (http://wiki.inspired-lua.org/platform.window:invalidate)
Are you planning to eventually release the source code? It would be nice for people who wants a tilemapper :DSure! This is what I have at the moment: http://pastebin.com/phnSAjKH (http://pastebin.com/phnSAjKH) (there's not much to see at the moment, I'll post the code again once I have cleaned it up and have some more interesting things. Edit: also there are things I still need to optimize, for example now it will redraw all the objects on the screen at every call at on.paint(), etc.)
It's Fuchsia because I didn't even know what kind of color fuchsia was, and also because it's such a manly color. (I don't even know how you pronounce "fuchsia")It's pronounced similar to "few-shaw," but without the 'w' in shaw. The color fuchsia is a purple color, similar to these: (Note how many people accidentally misspell fuchsia.)
Thank you good sir. o/It's Fuchsia because I didn't even know what kind of color fuchsia was, and also because it's such a manly color. (I don't even know how you pronounce "fuchsia")It's pronounced similar to "few-shaw," but without the 'w' in shaw. The color fuchsia is a purple color, similar to these: (Note how many people accidentally misspell fuchsia.)Spoiler For Spoiler:
Looks very nice. Why I haven't got a Nspire? o/Because you aren't in a school that forces you to buy one. ;_;
Looks very nice. Why I haven't got a Nspire? o/You like non locked up platforms
Yay, samples. I can get started on my laggy TF2 platformer or whatever I'm doing! That's some clean code.Are you planning to eventually release the source code? It would be nice for people who wants a tilemapper :DSure! This is what I have at the moment: http://pastebin.com/phnSAjKH (http://pastebin.com/phnSAjKH) (there's not much to see at the moment, I'll post the code again once I have cleaned it up and have some more interesting things. Edit: also there are things I still need to optimize, for example now it will redraw all the objects on the screen at every call at on.paint(), etc.)
Edit: new cleaned up and more consistent code: http://pastebin.com/0HPsh4vy (http://pastebin.com/0HPsh4vy)
Your project seems to have a problem: the map seems not to be scrolling.
Your project seems to have a problem: the map seems not to be scrolling.Yeah as Ashbad said, the way Lua has been implemented on the calculator doesn't really allow smooth scrolling, as it would require to redraw the whole screen at every single step (and it's not even that fast without scrolling either). I might try doing something less smooth later (maybe Zelda-like on the NES, or just something that requires less redrawing) and see how it runs, but for now no scrolling (i.e. in the library I'm writing, not working on Pokemon at all right now).
A tilemapper will definitively be a good idea, since people often get stuck on that part, along with collision detection.No glances at me? Wow.