Re: Quick attempt at a scroller

2012-05-25 Thread Thomas Harte
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

Re: Quick attempt at a scroller

2012-05-19 Thread Balor Price
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

Re: Quick attempt at a scroller

2012-05-19 Thread david
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

Re: Quick attempt at a scroller

2012-05-18 Thread Simon Owen
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

Re: Quick attempt at a scroller

2012-05-18 Thread Thomas Harte
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

Re: Quick attempt at a scroller

2012-05-17 Thread Balor Price
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

Re: Quick attempt at a scroller

2012-05-17 Thread Tommo H
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

Re: Quick attempt at a scroller

2012-05-16 Thread Thomas Harte
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

Re: Quick attempt at a scroller

2012-05-15 Thread warren
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

Re: Quick attempt at a scroller

2012-05-15 Thread David Sanders
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

Re: Quick attempt at a scroller

2012-05-15 Thread Thomas Harte
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:

Re: Quick attempt at a scroller

2012-05-15 Thread David Sanders
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

Quick attempt at a scroller

2012-05-14 Thread Thomas Harte
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;

Re: Quick attempt at a scroller

2012-05-14 Thread Balor Price
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

Re: Quick attempt at a scroller

2012-05-14 Thread Tommo H
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 ...