Sprites in MSX-C

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بواسطة Wolverine_nl

Paragon (1159)

صورة Wolverine_nl

20-05-2014, 12:43

@ jlemos
The sprites are now a little more nice than my initial test versions Smile
I will record a sample of it later, remember, it is still very basic, haven't gotten around on the score, but your collision insert I have included, so you can see it is doing things Tongue
First on thursday/friday is a few simple things i wanted to do, optimize code here and there, then i will record and put it on youtube.
in June i am getting married, so that is nr.1 for me at the moment, after that, things hopefully will move a bit quicker forward. After the sprite/gameplay section is done, it will be a big relieve, graphically i am wayyy more strong Smile

بواسطة Wolverine_nl

Paragon (1159)

صورة Wolverine_nl

22-05-2014, 12:45

Thanks Daemos, looks "understandable" -=LOL=-
I will certainly study it further. Big smile

بواسطة Wolverine_nl

Paragon (1159)

صورة Wolverine_nl

24-05-2014, 13:16

just the basics http://youtu.be/KTQT7mhQwH0

بواسطة Grauw

Ascended (10565)

صورة Grauw

24-05-2014, 13:18

Looks good! Smile

بواسطة Wolverine_nl

Paragon (1159)

صورة Wolverine_nl

24-05-2014, 13:39

thanks, just shows the basics, bulletsprites have upper limit and reset, playersprite has boundries, collision/interaction. The enemy sprite i didnt have time to do more with, I am first focusing on file pointers in C.

بواسطة jlemos

Resident (58)

صورة jlemos

24-05-2014, 22:34

Very nice! Smile

بواسطة hit9918

Prophet (2921)

صورة hit9918

24-05-2014, 23:16

The diagram is indicating that the entire "levelobjectlist" is searched every frame.

There could be 500 in there.
Maybe not in mario, but in a shooter.

when you got that list sorted by X (before game start),
then you can halt the search when X is outside the screen.
a vertical shooter doing a list sorted by Y.

but a "for 0 to x" loop still is still getting slow at the end of the level.
you need a pointer to the location where you quit the search last time.
restarting from there, look forth and back as long as the coordinates are in the screen.

Then you end up looking at 10 things instead at 500 things.

But the shooter video, it first needs ability to create and remove enemies.

But not with malloc and free, that gotta be slow.
An array of struct object.
And struct object got a byte saying whether it is allocated.

searching the array for free slots one too could do a "start looking where I stopped last time".
helps minimize slow cases where the only free cells are always at the other end.

بواسطة hit9918

Prophet (2921)

صورة hit9918

24-05-2014, 23:29

and the wording sounds like levelobjects look same like live objects.
that is elegant, but to have hundreds and save memory, you need triggers.
they have an X and Y and a type, but not the plenty bytes that live objects have.

I think a shooter has factors more levelobjects as mario.

but it all depends. currently I have 32 bytes cell size for objects,
for levelobjects it is too much. in a RAM game. diskloader game.
but some day megaROM coder too says "ROM is full".

بواسطة jlemos

Resident (58)

صورة jlemos

17-10-2014, 22:42

Hi Wolverine_nl how does going the project?

Cool

بواسطة Wolverine_nl

Paragon (1159)

صورة Wolverine_nl

19-11-2014, 11:00

Hi Jlemos, long time!
Some "daily" life stuff takes the upper hand, got married, started C++ gaming development, going through some basic pattern options for engine and event handling etc.
I will not throw away what the project did and maybe I will return to it, once I got more time ;-)
I also bumped into some boundries in ASCII MSX-C, even with extra linking etc it didn't got solved that there is a max on a few things.
Next time I will probably go compile in SDCC, there is more documentation and possibilities.

At least I can say I tried the pesky ASCII MSX-C compiler and it didnt dissapoint that much, only code sometimes seemed unlogic Wink

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