Author Topic: Image Updates  (Read 8449 times)

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Offline DJ Omnimaga

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« Reply #15 on: August 06, 2006, 12:28:00 pm »
 O_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gif:gah:fou.gif:gah:fou.gif:gah:fou.gif:gah:fou.gif:gah:fou.gif:wacko:triso2.gif:wacko:triso2.gif:wacko:triso2.gif:wacko:triso2.gif:wacko:triso2.gif:bow:worship.gif:bow:worship.gif:bow:worship.gif:bow:worship.gif:bow:worship.gif wow spelli I worship you
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Offline Spellshaper

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« Reply #16 on: August 06, 2006, 01:31:00 pm »
thankees ^_^ your kind words honour me user posted image

katmaster

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« Reply #17 on: August 08, 2006, 05:30:00 pm »
Beautiful.

Offline lolje

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« Reply #18 on: August 09, 2006, 12:36:00 am »
 O_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gif !!!wo0Oo0Ot!!!  O_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gif
That's definitly the best one I saw from you, Spelli !!!  :gah:fou.gif:gah:fou.gif:gah:fou.gif
You seem to be kinda uber-owning-psychotic-hardcore-graphic-freak
*lolje becomes jealous
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« Reply #19 on: August 09, 2006, 03:24:00 pm »
Damn Spellshaper! that title screen looks so sweet! Great job completely,you always amaze me with your work :thumb:thumb.gif

Offline bfr

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« Reply #20 on: August 09, 2006, 03:51:00 pm »
 O_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gif That is incredibly awesome!  Excellent work, Spellshaper!   :thumbup:google.gif I know who to come to when I need graphics help.   :Dbiggrin.gif

Offline Halifax

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« Reply #21 on: August 15, 2006, 05:01:00 pm »
Ok so I got a like quick animated screenshot together but Tilem sucks so it looks slower than it really is on the real calc. I can't fix that. And also the person sprite is messed up cause ima need to edit it which i will do later because this is just a demo to show the NPC routine, engine routine, and scrolling routine.

EDIT: Ok wow make sure that you click on the thumbnail because it really distorts the picture way too much.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline DJ Omnimaga

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« Reply #22 on: August 16, 2006, 05:01:00 am »
wow nice, i noticed the char/ship flickers when moving, if you dont use grayscale you could make it not update the display when displaying the map and only update when displaying the sprite
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Dragon__lance

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« Reply #23 on: August 16, 2006, 11:34:00 am »
whoa! Looks amazing Killerplayer! Great work :thumbup:google.gif I like the sprites :Dbiggrin.gif

Offline Spellshaper

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« Reply #24 on: August 16, 2006, 11:46:00 am »
neat indeed ^_^
and yes, that flickering can be worked around, like xlibman said.

I have an idea!
What about more realistic acceleration and deceleration?
Like: You press one arrow button and the ship starts moving in that direction until you press the opposite arrow button :)smile.gif

Offline Halifax

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« Reply #25 on: August 16, 2006, 04:37:00 pm »
Yea spellshaper thats a great idea ill try to implement that into the game but umm xlibman i don't understand what ur saying??

EDIT: O wait nvm i get it you mean dont use real(2,etc. and just use real(1,etc. so the sprite is not overwritten by the map right?
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Offline Halifax

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« Reply #26 on: August 16, 2006, 04:45:00 pm »
Thicking more closely about wat u were saying spellshaper I found out that it would be hard for me to implement this into the fighting engine without slowing it down significantly because I need to run the AI. O and btw what do you guys think about a 45 sec. loading time.
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Offline Spellshaper

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« Reply #27 on: August 16, 2006, 10:56:00 pm »
I think xlibman means not updating the screen until everything has been drawn to the buffer.
The real(-54125+functions of xlib that draw sprites have the option not to update the screen. That way, it doesn't flicker.

45sec. loading time for the game or a fight? :wacko:triso2.gif

Offline DJ Omnimaga

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« Reply #28 on: August 17, 2006, 03:27:00 am »
QuoteBegin-Killerplayer+Aug 16 2006, 11:37 PM-->
QUOTE (Killerplayer @ Aug 16 2006, 11:37 PM)
Yea spellshaper thats a great idea ill try to implement that into the game but umm xlibman i don't understand what ur saying??

EDIT: O wait nvm i get it you mean dont use real(2,etc. and just use real(1,etc. so the sprite is not overwritten by the map right?  

 Nonono i mean use 0 instead of 1 when displaying the map for the last argument (which tell xlib if it update LCD immediately or not), check xlib readme for this
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Offline Halifax

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« Reply #29 on: August 17, 2006, 02:14:00 pm »
@xlibman yea ur right it works better i tried it

@spellshaper Yes for the game because I have to uncompress matrices and setup lists and strings and variables but I will also be realesing a Galactic that comes with uncompressed matrices that are in programs
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