Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: collechess on October 25, 2011, 09:31:13 pm
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I'm making a platformer to try out my new found tilemapping skills. You can switch between two parallel two dimensional worlds You can't jump. So far there are ladders, switches, spikes, and gates. The other things are portals, as this is a level before you can switch on your own, but you actually can right now. Left and right move, up and down climb ladders, and 2nd switches.
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Looks awesome! Speed looks like it could use a bit of work, but this is a nice concept. Reminds me of tealy and orangey ^^
EDIT: Found my old screenie :P
(http://img.removedfromgame.com/imgs/060611.gif)
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Sweet! Both screenshots look nice.
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I've made some improvements to the speed, you can now move twice as fast if you're not in the air. I also added spikes and made the first to levels. You can't switch dimensions on your own in this one. Arrow keys move, get to the door to finish.
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What kind of methods are you using for collision detection? It seems the best way to improve speed would not be to increase the movement speed, but decrease the amount of time taken to calculate each frame, which right now seems to be fairly slow.
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I like it :D
I +1ed
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I'm accessing the tile you will move to because there are too many different tiles for pixel test to be practical.
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Hmmm what other types of things are you doing graphically that might be CPU intensive?
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Are you drawing the whole thing every frame or something?
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What do you mean every frame?
Because of the way the ladders are set up, I draw it every time the game loops.
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Ouch, nononononono. There must be another way, especially since youre using 4x4 tiles :/
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You might want to try drawing the tilemap once, and then using StorePic to put it on the backbuffer, and then RecallPic every frame instead of redrawing everything.
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Can you elaborate? The tilemap has one dynamic element.
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I changed it to only update the screen when the map is changed and it goes a lot faster now. Kind of too fast, but I hope it will slow down when I add more things. Now my biggest goal is better collisions. Because of the way the collisions are set up, to collide with spikes, you have to be exactly aligned with them or to the right. So if your half on and half to the right you die, but if your half on and half to the left you don't. PLAT is the game, Parallex Source 001 is the source.
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Yeah usually I just store the screen content in another memory area then recall that memory area into the LCD every frame or two. THis or updating the map only when changed like you said makes it faster.
By the way this looks nice. It reminds me another game I saw somewhere before (in Flash I think) and I like the concept.
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And now that it is faster, you have the power to slow it down to whatever speed you want :)
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Can you elaborate? The tilemap has one dynamic element.
Do you still want me to?
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That looks pretty awesome. I'm glad you figured out how to speed it up. :D
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Can you elaborate? The tilemap has one dynamic element.
Do you still want me to?
No, I understand what you mean now.
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Ok, great.
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All the tilemappers I use redraw every frame. Plus they have realistic gravity, etc. But then again they're usually 8x8 =/
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Yeah converting to 4x4 increases the number of sprites by 4 D: