Ideas

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merthsoft
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Ideas

Post by merthsoft »

I only have one idea at the moment: would it be possible to do sprites and the tilemap in a similar way that Omnicalc does, using any height, and any width divisible by 8 (so you can have 8hx8w or 12hx8w, or 12hx16w), something like that. Or even just make it have to be some factor of 8 for both, that way if I make a game using 16x8 sprites, I don't have to think too much in order to make it work well.
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Post by Guest »

hey trp1...you may or may not remember me (I asked about numbers over 95 use gfx page 2 and isometric tile mapping for xlib.) Any progress or did you decide not to do those?
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Post by DJ_O »

Anonymous wrote:hey trp1...you may or may not remember me (I asked about numbers over 95 use gfx page 2 and isometric tile mapping for xlib.) Any progress or did you decide not to do those?
That would be cool! I'm running out of space in Pic0 in Diortem. :shock:
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Post by tr1p1ea »

I think that i will be able to add support for tiles > 95. But i wouldnt get too excited about isometric tilemaps.
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dysfunction
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Post by dysfunction »

Oooh... too bad, that would make my old isometric Lego Creator actually usable (takes Omnicalc ~10 seconds to render the screen, depending on the number of pieces).
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Post by necro »

If I had a isometric tilemapper, I probably would have made my metroid rpg
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dysfunction
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Post by dysfunction »

Metroid rpg???!!
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Post by koolmansam375 »

dysfunction wrote:Metroid rpg???!!
Maybe like Super Mario RPG? That was a great game. Good times...good times...
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Post by Dragonwarrior333 »

Hey id like that to because it would be perfect for a tactics game! :D :D :D

Oh yeha I was on ticalc and found this:

http://www.ticalc.org/archives/files/fi ... 22623.html

Its a cool demo I know this is about Xlib but it seemed cool! :D
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dysfunction
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Post by dysfunction »

Yeah, not actually that hard to make... and slow as hell. Plus its Kerm Martian. He's the reason we get no respect.
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lol

Post by the_unknown_one »

Indeed, the source stinks, even i can do better, and i am not so good at BASIC at all!
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Post by BetaSword »

Easy way I just thought of to hack around using only two pages for sprites... First off, have pic0 and pic1 be filled with sprites you want, and also a blank pic9 or something. At the beginning of the program, have it copy pic0 into the first page, then recall pic0 to the screen, save it to pic9, clear screen, recall pic1, save to pic0, copy to page 2. Now, you want more pages? Recall pic2 (also filled with sprites), save to pic0, copy to whichever page you want to overwrite, and etc. with pic3, 4, 5, so on. This could be useful if you want different tilesets for different areas, like forests, caves, towns, etc.

Of course, the option to copy any pic to one of the pages would also be nice...
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Post by necro »

but it would be handy if it could do this by itself without consuming any extra clocks...I had starded an isometric metroid rpg...but I never got far into it because of screen rendering speed
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dysfunction
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Post by dysfunction »

I certainly hope you were using Omnicalc... I tried to do a similar thing once (a Lego Creator game) but it was too slow, it took several seconds just to render the screen.
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Post by necro »

actualy...I was trying to use pics, lines, "_" test, and pxl changes (and I could render in like 4-12 secondes depending...the sprite took like 2 seconds to draw
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