> Laurens Holst wrote:
> > > * how to make a person walk behind fence? so that you still see parts
of
> > > the player..
> > Not difficult. Simple LMMM. A bigger problem is how to implement it in
the
> (...)
>
> Sprites, anybody? `:))

Possible, yes.

I have 6 sprites per line left, and 20 in total (others are for border
cloacking). Only BUT is that only very few 'fences' per screen can be
created. And it requires some extra calculations. But it is indeed a good
idea, since it doesn't need extra (slow) copying.

The fence can't be higher than 8 pix though (it can be wider), because when
it's displayed at the point where the screen wraps only the upper half of it
will be displayed. At the other hand, that only happens at a few spots,
everywhere else it can be 16x16 sprites, since the wraparound-spot of the
screen doesn't change...

By the way, would somebody have objections against an engine based on 16x16
tiles??? (that would make my engine faster and I then won't have to make a
nifty workaround for the current speed problem I have).

I myself think 8x8-based games are better-looking and better-playing than
16x16-based games (on the SNES for example). But at the other hand, there
are also very nice 16x16 games. And a lot of SNES-games don't have the
characters limited to walk on the exact tiles (like in all MSX games). I
could make my engine do that, it's not that hard...


~Grauw


--
>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<
 email me: [EMAIL PROTECTED] or ICQ: 10196372
      visit my homepage at http://grauw.blehq.org/
>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<


****
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED]
and put "unsubscribe msx [EMAIL PROTECTED]" (without the quotes) in
the body (not the subject) of the message.
Problems? contact [EMAIL PROTECTED]
More information on MSX can be found in the following places:
 The MSX faq: http://www.faq.msxnet.org/
 The MSX newsgroup: comp.sys.msx
 The MSX IRC channel: #MSX on Undernet
****

Reply via email to