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Re: Desolate Re-write
Posted: Sat 07 Feb, 2009 4:38 am
by tr1p1ea
Well yes, they will use the calcs keypad and not require you to move arrows.
The reason it was like that in the original is because i wanted to make it like a GB game, ie; like on a console that only has a few buttons.
In other news i thought a lot of progress was lost since i couldnt find my usb drive that had all the latest work on it. After a 3 day extensive search i finally found it, backed up in 2 different places now ... phew!
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Re: Desolate Re-write
Posted: Sat 07 Feb, 2009 5:01 am
by kalan_vod
Sweet, glad that you were able to find the backup! And yes we all dreamed about it being on a hand held console, but calcs are better!
Re: Desolate Re-write
Posted: Sat 07 Feb, 2009 9:07 am
by Art_of_camelot
So the keypad will use the actual number keys on the calc now? If so, that'll be much better! ^_^
Re: Desolate Re-write
Posted: Mon 16 Feb, 2009 11:07 am
by tr1p1ea
Well most of the annoying coding is done. Graphics, objects, text, compression and stuff. Just need to implement weapons and then i can tackle the task of decking out the map and loading it with enemies/items/puzzles and stuff. No new screenies yet however
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Re: Desolate Re-write
Posted: Mon 16 Feb, 2009 1:38 pm
by benryves
Sounds fab.
Which compression algorithm did you choose for text in the end?
Re: Desolate Re-write
Posted: Mon 16 Feb, 2009 5:19 pm
by kalan_vod
Wow, this has moved along rather quickly! I hope you keep full steam ahead!
Re: Desolate Re-write
Posted: Tue 17 Feb, 2009 5:28 am
by tr1p1ea
Using huffman for the text and probably puCrunch for mapdata/sprites etc.
Re: Desolate Re-write
Posted: Tue 17 Feb, 2009 9:03 am
by kv83
I was wondering. The "engine" you wrote now for the desolate re-write. Are you thinking of using it for a sequel aswell?
Re: Desolate Re-write
Posted: Tue 17 Feb, 2009 11:55 am
by tr1p1ea
Yeah, well mostly. All the object handling and such will be reused. The sequel however will be smooth scrolling, so the mapper will be replaced. Thats only a small part of the code but it will require me to re-add camera control. And ill also have to stop being lazy and mod the sprite routine so it clips ... but thats only a minor addition.
I did some clean up and some optimisations so there is now a small fps gain
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... i just had an idea for another optimisation, thanks kv!
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And i just found a collision bug :\ ... but i do know the cause of it.
Re: Desolate Re-write
Posted: Wed 18 Feb, 2009 3:15 pm
by Galandros
It is going fast...
One day I want to do that.
Re: Desolate Re-write
Posted: Wed 18 Feb, 2009 3:34 pm
by kv83
Oooh. Good to hear i'm useful for something, hehe
Re: Desolate Re-write
Posted: Thu 19 Feb, 2009 4:18 am
by kalan_vod
Glad that this re-write up will be aiding the future of Desolate 2
Re: Desolate Re-write
Posted: Fri 20 Feb, 2009 5:22 am
by tr1p1ea
I layed out the entire tilemap today at work in my spare time. PuCrunch compresses it over 70%!
I am impressed
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Re: Desolate Re-write
Posted: Fri 20 Feb, 2009 6:09 am
by Wesley
Speaking of tilemaps, I kept thinking about drawing out an entire tilemap of Desolate when I was first introduced to it. Good thing I didn't, it would've been a big waste of time. I'm just really impressed with Desolate, it looks like a lot of hard work and complex methods were implemented.
I hope to be able to program that well someday... sooner than not.
Re: Desolate Re-write
Posted: Fri 20 Feb, 2009 6:16 am
by tr1p1ea
Well thankfully this incarnation is a lot cleaner and sensible than the original code wise. Im sure it still has its
's though
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Ill most likely be releasing the source with this one for those interested.