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PostPosted: Wed 20 Jul, 2005 2:13 pm 
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Calc King

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Location: your shadow
crzyrbl wrote:
kevin's done it again!

Image

hmm...I guess he tried out animated sprites


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PostPosted: Thu 21 Jul, 2005 4:33 am 
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Location: I cant seem to get out of this cryogenic chamber!
That is AWESOME i cant believe the speed!!!

I had no idea xLIB could enable things to work so fast!

Like i said on IRC:

Quote:
But, have i opened up a dark portal, pathing the way for an endless wave of BASIC rpg's that are actually 'playable'???


Hehehehe :).

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PostPosted: Thu 21 Jul, 2005 5:28 am 
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Location: SXIOPO = Infinite lives for both players
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Brute scrolling demo. It's faster than I thought basic could ever do. Note: the SE is a tiny bit faster than that pic, I altered the gif to reflect SE speed as best I could.

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PostPosted: Thu 21 Jul, 2005 6:32 am 
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that is pretty cool, I don't get the principal behind it hough...explain it to me?


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PostPosted: Thu 21 Jul, 2005 1:48 pm 
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That's extremely fast! Smoothscrolling is an actual possibility now.

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PostPosted: Thu 21 Jul, 2005 4:01 pm 
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Calc King
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Location: SXIOPO = Infinite lives for both players
Basicly(hehe) this creates a random map(8,1) on the fly and after scrolling 8pixels fills in the missing colomn. If a large map is randomized before hand it's even faster, but predictable.
On the fly:
Code:
AxesOff
real(0
For(X,8,15
For(Y,0,7
Pxl-On(Y,X
End
End
StorePic 0
real(0
{8,1}->dim([A]
While 1
2rand->[A](1,1
2rand->[A](2,1
real(4,2,2,1
2rand->[A](3,1
2rand->[A](4,1
real(4,2,2,1
2rand->[A](5,1
2rand->[A](6,1
real(4,2,2,1
2rand->[A](7,1
2rand->[A](8,1
real(4,2,2,0
real(2,0,0,0,1,8,11,12,0,8,0,0,1
End


pre-randomizing
Code:
AxesOff
real(0
For(X,8,15
For(Y,0,7
Pxl-On(Y,X
End
End
StorePic 0
real(0
abs(randM(8,30)).2->[A]
While 1
For(A,0,18
real(4,2,2,1
real(4,2,2,1
real(4,2,2,1
real(4,2,2,0
real(2,0,A,0,30,8,11,12,0,8,0,0,1
End
End


Of course in practical use you could make a neat asteroids game or have an overhead map scroll video.

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PostPosted: Thu 21 Jul, 2005 4:25 pm 
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Location: Wandering around in the Jungle...
Wow Jim awesome...you too tr1p! Does this mean I will go back to BASIC probably not, but it does at least ensure a bright future for our little BASIC developers...

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PostPosted: Thu 21 Jul, 2005 11:37 pm 
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well, my code has become unmanagable...so I am going to rewrite it with better documentation for myself


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PostPosted: Fri 29 Jul, 2005 5:11 pm 
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crzybl is making a Zelda game with xLib, asked for help with scrolling, so I made some programs, and posted them at his Omnimaga forum (link)... But I figured I might as well show them here as well... The scrolling idea is very similar to Jim e's...

Ok, here's what I've done with Zelda style scrolling...
This one has six programs, is faster (can't tell much of a difference in the scree shot, but on calc you can), and is 33 bytes larger (not a whole lot):
Image
This one has three programs, is slower (can't tell much of a difference in the scree shot, but on calc you can), and is 33 bytes smaller (not a whole lot):
Image
And here are the files (one is .rar compressed, one is .zip compressed, both have all files):
Click which one you want on the page...

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PostPosted: Fri 29 Jul, 2005 5:29 pm 
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Location: I cant seem to get out of this cryogenic chamber!
Thats excellent work Merthsoft, very nice indeed :).

Some of the things you guys are cooking up with this are impressing me greatly! :).

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PostPosted: Mon 01 Aug, 2005 12:33 pm 
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This is great, I've been doing some experimentation with this myself, as well as pixel-scrolling, and I think 2-pixel scrolling is fast enough for simpler games. I'm also prety sure that I'll use the Zelda-style scrolling for Aura.

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PostPosted: Mon 01 Aug, 2005 7:07 pm 
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Well, check out what I did with it:
Image
That's an older version, now the guy doesn't disappear when you scroll, he goes with the screen :)...
PTI seemed to mess up the HUD at the bottom, it looks better than that...

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