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Messages - AssemblyBandit
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76
« on: November 18, 2013, 06:03:52 pm »
The buffering is 2 pixel columns per frame. It grabs 2 lines from every tile that needs to be displayed and places one in front of the viewing screen (160 px), one behind it, then scrolls the viewing screen over 1 pixel. The pixel column placed behind the viewing screen is used to loop the 160 px viewing screen around the 320 px background screen. I think that's the most efficient way of doing it because partial images don't support hardware scrolling. I guess that's the method you used for the SMB3 demo because the speeds are similar right? A jumper demo/video should be out by tonight.
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« on: November 18, 2013, 05:42:59 pm »
@Sorunome: Thanks! I may have it shift 1-4 pixels at a time, but it will still be aligned. It just makes everything easier! @chickendude: Thanks, I've been putting in a lot of work on the +C! The calc is handicapped, but its not dead! The aligned sprites definitely makes collision detection simple! @DJ: Thanks, and yes, it does use double buffering. It seems like anything over 50x50 pixels can't be updated fast enough to hide the draw in. Originally, the speed stat controlled how fast you could move around, but now, the limit has already been set so I guess speed will affect the rate of attack or something.
I've been coloring in all the old sprites and adding new textures. Next I hope to have a fight demo out.
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« on: November 18, 2013, 05:18:30 pm »
Zombies enter the room that you are in and you must kill them all to get to the next level. If they bite you too many times, you die. There might be more of a plot as I start working on the game.
79
« on: November 18, 2013, 05:12:30 pm »
Thanks everyone! It doesn't go as fast as I would like right now, so yeah, adding enemies and stuff might slow it down to an undesirable speed. I'll start working more on it after I finish Jumper.
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« on: November 18, 2013, 04:56:21 pm »
Thanks Dapianokid! Gotta mash those buttons, sometimes its hard to find where the characters are hiding!
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« on: November 18, 2013, 05:45:01 am »
Thanks Sorunome and TheMachine02! Its going to be a DCSE exclusive. So far I've gotten about 4 different characters, no video or demo yet unfortunately, I've been skipping ahead and writing some engines for other games since I've already finished this one.
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« on: November 18, 2013, 05:38:08 am »
83
« on: November 18, 2013, 05:28:59 am »
Here's a mockup of the game coming out after Jumper and Mario. Its called Code Zombie and its inspired by Sean Conners' Nazi Zombies. I know its early, but its looking good so far!
84
« on: November 18, 2013, 05:10:20 am »
Thanks Streetwalker, here's an early Demo Video. I started on a json parser that will convert the exported Tiled map data to an asm file. I haven't finished it yet, but it will definitely speed level creation.
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« on: November 17, 2013, 10:24:12 pm »
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« on: November 17, 2013, 04:38:31 am »
Looks like an awesome game!
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« on: November 16, 2013, 03:52:53 am »
Happy birthday fortytwo!
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« on: November 16, 2013, 03:31:17 am »
@Hexatron Any time you see a post in a weird color you have to read carefully  Thanks TI! Love all the bonus features you add to your products! Hmmm.... super secret 'char viewer' or faster processor? Good choice TI
89
« on: November 14, 2013, 10:55:46 pm »
I personally don't mind when newbies necropost, who knows, they might revive a dead project.
90
« on: November 14, 2013, 10:42:47 pm »
That is awesome! Good job on finishing a previous project, I know its definitely hard sometimes.
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