Author Topic: The Blue Platform  (Read 112217 times)

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Offline Eeems

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Re: Platform Game Engine
« Reply #105 on: June 04, 2009, 04:09:43 pm »
yep :) it's because it doesn't test everything, only until it comes to a true statement
/e

Offline Eeems

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Re: Platform Game Engine
« Reply #106 on: June 04, 2009, 08:36:15 pm »
well, sorry for the double post, but I thought that this deserved a post of it's own:
I am over halfway done the first world and then I will work on events for it. I haven't really been doing anything with the engine lately, because I think I am pretty much done it. I actually was thinking about dual layer text sprites with smaller text, how would that work? anybody played around with that yet?
/e

Offline trevmeister66

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Re: Platform Game Engine
« Reply #107 on: June 04, 2009, 09:10:40 pm »
well, sorry for the double post, but I thought that this deserved a post of it's own:
I am over halfway done the first world and then I will work on events for it. I haven't really been doing anything with the engine lately, because I think I am pretty much done it. I actually was thinking about dual layer text sprites with smaller text, how would that work? anybody played around with that yet?
same way as it does with large text sprites......
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Offline skuller972

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Re: Platform Game Engine
« Reply #108 on: June 04, 2009, 09:17:39 pm »
well, sorry for the double post, but I thought that this deserved a post of it's own:
I am over halfway done the first world and then I will work on events for it. I haven't really been doing anything with the engine lately, because I think I am pretty much done it. I actually was thinking about dual layer text sprites with smaller text, how would that work? anybody played around with that yet?
same way as it does with large text sprites......
except a larger area for stuff ;D (but i suppose it would take longer to fill up the area)
Then again, maybe not...
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Offline Eeems

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Re: Platform Game Engine
« Reply #109 on: June 04, 2009, 09:32:38 pm »
I was thinking of how much bigger your maps could be with it
/e

Offline DJ Omnimaga

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Re: Platform Game Engine
« Reply #110 on: June 04, 2009, 10:53:03 pm »
with smaller text it might not look as good, though. also small text seems to display slower than big text

Offline Eeems

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Re: Platform Game Engine
« Reply #111 on: June 04, 2009, 11:05:17 pm »
yeah I know, but I was just thinking for future projects
/e

Offline Eeems

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Re: Platform Game Engine
« Reply #112 on: June 05, 2009, 07:40:41 pm »
ok, another update...
I have almost finished the first world, and I think there will be enough RAM for the map data, but if not I'll think of something. I will then add in the events, which I already planned out
/e

Offline DJ Omnimaga

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Re: Platform Game Engine
« Reply #113 on: June 05, 2009, 07:52:00 pm »
if you run out of RAM, are you planning to have some maps stored in archive and an asm lib to unarchive them when needed? Or will the user manually unarchive/archive levels/worlds?

Offline Eeems

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Re: Platform Game Engine
« Reply #114 on: June 05, 2009, 07:57:24 pm »
I want to keep it completely BASIC so the user will have to manually do it...I already know that you will have only enough room for one world at a time, maybe
/e

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Re: Platform Game Engine
« Reply #115 on: June 05, 2009, 08:02:34 pm »
aah ok, kinda like the old Illusiat games, then.

Offline Eeems

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Re: Platform Game Engine
« Reply #116 on: June 05, 2009, 08:06:02 pm »
yep, unless I could somehow stay in the BASIC category in the contest but use an ASM lib for the archiving/unarchiving
/e

Offline Ti-newb

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Re: Platform Game Engine
« Reply #117 on: June 06, 2009, 09:21:06 pm »
Would using something like Mirage make your platform game not in the BASIC category?

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Re: Platform Game Engine
« Reply #118 on: June 06, 2009, 09:26:10 pm »
or could I use DCS6 headers?
/e

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Re: Platform Game Engine
« Reply #119 on: June 06, 2009, 09:49:27 pm »
using MirageOs header would still allow the game in the BASIC category. If DoorCS 6 headers won't cause the game to not run from the PRGM menu, then yes too.