Thank you Grauw and Manuel
First prototype video (sorry for the low res video quality)
https://youtu.be/bhH_NEjkk4s
Thank you Grauw and Manuel
First prototype video (sorry for the low res video quality)
https://youtu.be/bhH_NEjkk4s
Wow, liked it a lot! :)
:: Project Name: "Noname" - no title yet
MSX2 platformer
Link to project: None yet
Screenshots:
Video: https://www.youtube.com/watch?v=NYzHc4tC2kk
I'm unsure how much Fusion-C there will be left in the game when it is finished, as I am modifying and moving a lot over into assembly. But there will be some. That said, Fusion-C has been instrumental in this game coming so far. It has been an enabler in so many ways, so it definitely deserves credits!
Also: I'll have to be careful with regards to graphics, as the theme and characters will be replaced. It's feels a bit too soon going out with information like this, but I wanted to give something back :-)
@Bengalack
Your demo makes me great impressions it is technically impressive for a c written game (Screen4, I presume ???).
Small question:
Do you swap code pages already during the game run or does the TPA memory space is enough in your case ?
I'm asking this because I'm running out out of memory (TPA space is becoming not enough, in my case).
Thank you Grauw and Manuel
First prototype video (sorry for the low res video quality)
https://youtu.be/bhH_NEjkk4s
That looks really neat :) Nice modern take on Boxxle / Sokuban :) Doubt I'd have the patience still to play it myself, but I wouldn't mind watching a playthrough of it at least. ;)
Wish I could add the video to my favourites and some other MSX-related playlists, but unfortunately I can't because the video is marked as being content made for children. :(
Perhaps it's a good idea to decrease the delay before moving the rocks. I know it's adding to the effect that the rocks are heavy, but it's also slowing down game play and that could be a bit annoying on the long run.
@Mubly : You said you have some problems with memory ?
Just some quick tips to save memory when using SDCC.
Use as much as possible global variables. A global variable use less memory than its equivalent local variable.
Try to be as specific as possible when you define the type of a variable. Do not use INT Type if the value of the variable is never more than 255.
By default variables type are signed. So 'Char A' can contain a value between 0 and 255
If you need negative values, use 'Signed Char A'. Value can be between -128 to +127
If you are defining sprites or any graphical content inside the main code do tot forget to define them as constant variables.
CONST CHAR Sprite_pattern[]; // It's much less memory consuming.
The best way to save memory is to move all data to disk, and load them when needed.
Hope this help...
See you
Use as much as possible global variables. A global variable use less memory than its equivalent local variable.
Well, actually they go to the stack, so it should be fine unless you use intensively recursive functions, unless I'm missing something. But indeed, if you want to gain memory by making the stack minimal, that's a good point.
By the way, congrats for Fusion-C, I find it great
@Mumbly Your game looks crazy fun and very nice graphics too! Looking forward to it! Love this kind of puzzles and what i see is of so high level!
Thank you Grauw and Manuel
First prototype video (sorry for the low res video quality)
https://youtu.be/bhH_NEjkk4s
WOW! I want it!!!