Author Topic: next version of xlib features  (Read 18168 times)

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Dragon__lance

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next version of xlib features
« on: July 03, 2006, 08:45:00 am »
well i saw the forum at MC, and since many omnimaga users use xlib, might as well discuss it here. :)smile.gif

Offline Spellshaper

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next version of xlib features
« Reply #1 on: July 03, 2006, 09:34:00 am »
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Offline DJ Omnimaga

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next version of xlib features
« Reply #2 on: July 03, 2006, 10:48:00 am »
I vote for direct X 9 support too


j/k

It's fine as it is, suggestion i would have is to have two version of xlib, one for programmers, and one for gamers. The programmer version would have more error checks so it wont crash during developpement, and the gamer version would have no error checks at all, except of course stuff like sprite clipping and such things, so it would run a bit faster
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« Reply #3 on: July 03, 2006, 04:06:00 pm »
I am thinking support for string detection, since they are alot smaller, and maybe a hex2sprite part in there... :D :Ptongue.gif
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crzyrbl

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next version of xlib features
« Reply #4 on: July 03, 2006, 08:49:00 pm »
I liked the idea of a custom map file type.  I dont like how much space matrices take up.

Offline kalan_vod

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« Reply #5 on: July 03, 2006, 08:57:00 pm »
QuoteBegin-crzyrbl+Jul 4 2006, 02:49 AM-->
QUOTE (crzyrbl @ Jul 4 2006, 02:49 AM)
I liked the idea of a custom map file type.  I dont like how much space matrices take up.  

 But with the other methods of data storage it is the easiest and most efficient. As you could use strings, but it will be more complicated. Patrick could implement such a string based map storage where it uses characters along with numeric values, as it would be more difficult to make maps with just numeric values in strings (you would have to use a define key to show if you wish to make the tile number greater than 10, as -9 would be one digit but 10 would not work with out some type of identifier to show it is a two digit value). The thing with that is that you would need to specify decimals for values, but it is possible.

Offline DJ Omnimaga

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next version of xlib features
« Reply #6 on: July 04, 2006, 01:48:00 am »
personally (after reading the topic on MC) even if tr1p implemented custom map data I wouldnt remove the current map engine, as everyone would need to completly rewrite their games (xLIB Demineur, MXGS, Metroid I and II, fate RPG, etc) so they are compatible with the new version of xlib and it would be too much hassle.
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Dragon__lance

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next version of xlib features
« Reply #7 on: July 04, 2006, 05:28:00 am »
i agree, i think link port support would be sweet! Also maybe a VAT search detection function for prgms,lists,vars,etc... :)smile.gif

Offline necro

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« Reply #8 on: July 04, 2006, 04:50:00 pm »
I think the current way works fine
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Offline kalan_vod

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« Reply #9 on: July 04, 2006, 05:54:00 pm »
QuoteBegin-necro+Jul 4 2006, 10:50 PM-->
QUOTE (necro @ Jul 4 2006, 10:50 PM)
I think the current way works fine  

 Same here, but I think at most we should get some sort of linking routine or data compression.

Dragon__lance

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next version of xlib features
« Reply #10 on: July 05, 2006, 02:40:00 pm »
i like xlibman's idea though....oooo...what if tr1p1ea could program a full fledge xlib BASIC IDE on the computor for game making :)smile.gif

Offline DJ Omnimaga

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next version of xlib features
« Reply #11 on: July 06, 2006, 02:07:00 pm »
lol that would pwn
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crzyrbl

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next version of xlib features
« Reply #12 on: July 06, 2006, 07:33:00 pm »
ok, im dropping all hopes on a new map file type.  where are they now?  on the sound of course ^.^

Offline kalan_vod

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« Reply #13 on: July 07, 2006, 09:24:00 am »
I would just like linking, and maybe some sound :Ptongue.gif.

CureDesu

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next version of xlib features
« Reply #14 on: July 09, 2006, 01:09:00 pm »
I'd like easier selecting of the sprite in the Pic file. Like for example, you pic the picture you are using, and then it brings you to the graph screen, and you use the cursor to outline, or at least make a box around your sprite.