On Thu, Feb 15, 2007 at 08:30:38PM -0500, Mike Caron wrote:
> On 2/15/07, Bob the Hamster <[EMAIL PROTECTED]> wrote:
> > > I should tell you about the plans I had for building a home-brewed
> > > fire-alarm system (sometimes, I tend to take my job home with me >_>)
> >
> > "It warn you of a fire with highly visible spurts of orange flame!"
> >
> > > > > The rewriting I wish to do is in the graphics system, much like I've
> > > > > discussed aeons ago, but never got around to doing.
> > > >
> > > > Refresh my memory (or give me an archive url)
> > >
> > > ...I need to do this first.
> > >
> > > Basically, instead of having the sprites stored in big sprite sheets
> > > on video pages, we would have a sprite UDT, and store them in an
> > > array. As sprites are loaded, the array expands to accomodate the new
> > > ones and such. And, if two... whatevers share the same sprite (say,
> > > two NPCs), then they can both reference the same loaded sprite, using
> > > a ref-counting system of some sort. Sprites that are garbage are then
> > > reused for loading other sprites (or, maybe cached for a time).
> > >
> > > Basically, the same thing I did with sound effects, but with sprites.
> >
> > Ah, of course! yes, moving away from the
> > graphics-stored-on-virtual-screenpages system to a
> > graphics-stored-in-a-graphics-cache is muy importante.
> >
> > That is prerequisite to both increasing the NPC-per-map limit, and
> > allowing enemies to (optionally) have animation frames in battle.
> >
> > ---
> > /Implementing Plan AWESOME/
> 
> Can Plan AWESOME involve adding the new-line function back to
> printstr? I have a really good [game] idea that will be difficult at
> best to implement without it... specifically, a Super Metroid style
> introduction with text that slowly types itself out.

Can't you just release it with a Voxhumana nightly build?

---
Bob the Hamster
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