Thanks for the comments you guys. Oh and if you were wondering, that section that you see in the screens is part of a space pirate minning complex. I plan to make machinery tiles and such if I have enough space on the tileset. Also, the deeper you go in the game, the more... eh... I dont know how to say this.... It gets more alien-like, less uniform, like caves. Btw, Ive decided there will be 4 weapon upgrades:
(start out with short beam)
Long beam expansion
Wave Beam
Plasma Beam
Missile Launcher
Monsters that I am programing include:
Zoomers (might kill too many frames)
Metroids (Near the end of game)
Mocktroids (the weak metroids)
Skrees (those things that fall on you)
Space Pirates (will be able to walk and shoot at you hopefully without taking too many frames)
Btw, how do you tell the frame rate without guessing?
Delnar_Ersike wrote:King Harold wrote:grayscale makes things slower though, because it's really just inverting the gray pixels a few times per second, and that takes an extra command in ever loop and also once in a while throughout the rest of the game.
And it usually takes almost 1.5 as much graphics (many sprites can be made so that they can be flipped to create grayscale, usually those sprites have an odd number of rows (odd as opposed to even))
Really? I thought most sprites that can be flipped to make greyscale have an even number of pixel width
![Confused :?](./images/smilies/grayscale_confused.gif)
.
I only said
some of the sprites in the screenshots can be flipped, like the lava one on the bottom of the screen. Now, if only tr1p would create a vertical flip function in xLib...<_<
Sorry theres no lava in my screens yet but soon
![Razz :P](./images/smilies/grayscale_grin.gif)
I was thinking of redoing the floor tiling to be less confusing.