I've gone with compiled sprites, and decided to ignore sub-byte
masking, at least for now. That gave me 18 or 19 sprites until I wrote
code to erase them afterwards, which cuts it to a measly 3. Suffice to
say, I'm going to look into other approaches for that step; it's
taking something like 6.5
Aha you flatter me I'm not /that/ old :) (okay I'm 36) Yes indeed it
is Splitting Images - it's another puzzler without any huge technical
challenges, so I know I'm working within my comfort zone. I hadn't
planned on making any changes with the personalities, but there are a
couple of
Quoting Balor Price toberm...@cookingcircle.co.uk:
Aha you flatter me I'm not /that/ old :) (okay I'm 36) Yes indeed
it is Splitting Images - it's another puzzler without any huge
technical challenges, so I know I'm working within my comfort zone.
I hadn't planned on making any changes
On 18 May 2012, at 00:56, Tommo H wrote:
If I have, say, 40% of a frame to spend on it, how many sprites, and how
large, is it realistic to expect to be able to draw and un-draw?
Maybe around 4-5 sprites of 16x16 pixels? IIRC my Pac-Man emulator has about
half a frame to draw 6 sprites of
That's really encouraging; I'm now obsessed with getting a complete
game working at 50Hz and in that context I think even just two or
three sprites would do it. The arbitrary 40% came from what was left
over in the current demo but it strikes me it's also very close to the
amount of time between
No apologies required, looks very good to me. So if you're not in a
position to turn it into a full game, would you consider turning it into
a bit of middleware?? A bit cheeky I know but I'm sure it would find a
good home somewhere, probably for many. I made some experiments with
'full
I read your blog a few days ago I think; it's Splitting Images isn't
it? Are you going to update the images or are (slightly) younger
people like myself going to have to find out what people like David
Owen looked like?
I'm working on sprites at the minute. Mostly mentally as my schedule
Apologies to all; I don't mean to treat this list as my own personal
development blog. However, here's a rock steady 50Hz, full-screen
rendition:
http://www.clocksignal.com/dropbox/scroller-fullscreen-50Hz.dsk
There are two versions on there and some quick relevant notes. Takeaways:
• the
It's very cool to see scrolling that quick and smooth. :-) We just
need someone to use it in a game now!!
Quoting David Sanders dsuzukisand...@gmail.com:
On 15 May 2012 11:32, Thomas Harte tomh.retros...@gmail.com wrote:
Or, more likely, the sad realisation that I can't scale the thing to
On 15 May 2012 01:42, Tommo H tomh.retros...@gmail.com wrote:
I think it'd be nice to go full screen and properly clipped one way or
the other just to prove the point; I'm not sure I have your sort of
willpower for finishing a whole game beyond that. Though if it was a
simple run and jump, I
Or, more likely, the sad realisation that I can't scale the thing to a
proper game is fast approaching...
For the record, this is it mostly at 25fps, running (essentially) full
screen with black guttering to hide the edge jittering of yesterday:
On 15 May 2012 11:32, Thomas Harte tomh.retros...@gmail.com wrote:
Or, more likely, the sad realisation that I can't scale the thing to a
proper game is fast approaching...
For the record, this is it mostly at 25fps, running (essentially) full
screen with black guttering to hide the edge
It's exceedingly rough and a pretty simple effect that I'm sure has
been exploited a hundred times before but I thought I'd throw it up as
is as my part in maintaining the fantastic momentum we've had lately.
http://www.clocksignal.com/dropbox/scroller.dsk
It's explicitly not a mere demo effect;
Nice!
When you say the tiles are 'precompiled', have you used a sprite builder
to print the deltas? If so, I'm confused about the left-hand clipping
if there's no real scrolling involved. Surely you're not printing all
those tiles each frame?
Howard
On 15/05/2012 00:32, Thomas Harte
No, there's no deltas in that sense. I just mean that I've got two
routines — DrawBlock and DrawBlank — each of which draws a whole tile
at (hl) and then returns. Betraying my dense level of thought, they
both look essentially like this:
ld (hl), b
inc l
ld (hl), c
inc l
...
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