Author Topic: Phoenix: Axe Version  (Read 15146 times)

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Offline Quigibo

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Re: Phoenix: Axe Version
« Reply #30 on: May 10, 2010, 12:39:42 am »
updating the screen would.  calculating takes very little time, its just mainly conditionals "if M=1:O+1-->O:End"
Not true, when you're checking collisions of multiple enemies with multiple bullets, it really strains the calc for speed, that's why you noticed slowdowns in the first version when there were more ships.  Even the sprite drawing calculations become negligible compared to the collision detection.
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_player1537

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Re: Phoenix: Axe Version
« Reply #31 on: May 10, 2010, 12:46:05 am »
oh yeah, forgot completly about collision, woops, then probably the logic would be the slowest

Offline Quigibo

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Re: Phoenix: Axe Version
« Reply #32 on: May 10, 2010, 12:57:53 am »
Actually, you can detect collisions every other frame (as long as things are moving slow enough) for the best speed increase without changing anything else.  You can use that Z=0 trick for that too.

Don't feel like you have to have to follow all the advice everybody has offered so far.  Some of it is redundant, like you wouldn't want to move by 2 pixels AND update every other frame, becasue that would be 4 pixels per frame, way too fast. And doing calculations twice before updating is the same thing as updating every other frame.  Just go for simplicity.  There's many many ways to increase speed.
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Offline meishe91

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Re: Phoenix: Axe Version
« Reply #33 on: May 10, 2010, 01:15:40 am »
Ya, I would agree with Quigibo on this one. You don't necessarily need to try or do everything we suggest. All we know is the basic idea of what you have in the code while you know what you do have so you know what would work better than others. Just do what feels right and will get the job done :)
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_player1537

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Re: Phoenix: Axe Version
« Reply #34 on: May 10, 2010, 07:09:13 pm »
ok, I tried to make it a little bit faster, I'm kinda happy with the way it looks now, but its a little bit jerky in the movement.  What it does now (in psuedo-code) is:
Code: [Select]
Initialize
Repeat Health=0 or getkey(15)
For(Z,0,3)
Draw enemies
Draw all bullets
Pause 25-[number of enemies]*8/3
If Z
move
End
End
Display special game over message

anyways, here ya go. 

Controls:
Arrows: move
2nd: shoot
Alpha: full speed
Clear: quit

Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #35 on: May 10, 2010, 11:02:28 pm »
Wow nice, speed remains constant and I like how fast the game runs now. Suggestions:

I would make the enemy ships move accross the entire screen width and add a small explosion animation when a ship gets destroyed
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Offline Raylin

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Re: Phoenix: Axe Version
« Reply #36 on: May 10, 2010, 11:26:23 pm »
Damn you, _player.
DAMN YOU.
Bug me about my book.

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_player1537

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Re: Phoenix: Axe Version
« Reply #37 on: May 10, 2010, 11:31:04 pm »
uhh, what did I do?  specifically

Offline Raylin

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Re: Phoenix: Axe Version
« Reply #38 on: May 10, 2010, 11:33:54 pm »
*presses the CLEAR button*
*reads message*
I c wat u did thar.
Bug me about my book.

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Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #39 on: May 10, 2010, 11:35:35 pm »
Ok at first I got scared Raylin got another RAM clear and lost Army latest version, but then I remembered the message from when I tried the game x.x

Damn you Player indeed :P
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Re: Phoenix: Axe Version
« Reply #40 on: May 10, 2010, 11:43:30 pm »
:P  you're welcome

Offline Eeems

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Re: Phoenix: Axe Version
« Reply #41 on: May 10, 2010, 11:43:36 pm »
* Eeems wishes he knew what it said....if only wabbitemu for ipod/iphone was done....
/e

Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #42 on: May 11, 2010, 03:46:43 am »
Screenshit
« Last Edit: May 11, 2010, 03:47:31 am by DJ Omnimaga »
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Offline meishe91

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Re: Phoenix: Axe Version
« Reply #43 on: May 11, 2010, 04:15:43 am »
Indeed _player, you suck :P I thought it was going to be a different message, not that one lol. But very nice improvements. It seems to be coming together quite nicely. Quick comment...lobsters shooting lobsters?! What has this world come to?! Ok, I'm done :) But again, very nicely done, keep up the good work ;D

Screenshit

Did you mean that or did you mean "...shot?"
« Last Edit: May 11, 2010, 04:16:49 am by meishe91 »
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Offline TIfanx1999

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Re: Phoenix: Axe Version
« Reply #44 on: May 11, 2010, 09:00:45 am »
I've wanted to test this thing anyway, but now I HAVE to. I must know if pressing the clear button Rick Rolls me. Speed looks a LOT better in the current screenshit DJ <s>Omnomnom</s> Omnimaga posted.
* Art_of_camelot goes to download it.
P.S. Oddly enough, I *may* have some old lobster sprites for a Space shooter game I was working on years ago.
« Last Edit: May 11, 2010, 09:01:17 am by Art_of_camelot »