Posted: Sat 29 Jul, 2006 12:13 am
I'm glad to see positive results from this.
The black spots for a couple of frames are mainly just a glitch that happens if you go too far to the left or top. Since my routine only decrements, if the map rolls over, the images run off into the neverlands. Not fun. Since it only reads fortunately, it wont crash or anything, but will look awfully odd. All of the maps will be designed to avoid this little error, but if I make a mistake in a map (or the engine) and you see something to this effect, that;s all it is.
As for the size, I intend to use slightly smaller sprites than that (28x28 for backs, 24x32 for fronts) and a heck of a lot of compression. I also have discovered (thanks to jim e. Wonderful person) that maps can be shrunk by a process known as sub-mapping, which is basically repeating common patterns. Since this is used a lot in the actual game, no reason why it shouldn't be used here as well.
Yes, the grey flickering is PindrTI. It looks really good on a real calc. If you run it in vti of course, the flickering goes away.
Thanks for the comments y'all! I'll try to get something a little more impressive (like a character, collision, and smooth scrolling) in as soon as possible. I kinda need to finish the map maker first though, as trying to do this all by hand is a bit of a pain. Will post again soon, as my project focus has turned seriously to this.
-gamefreak
PS: I will not give up. Even if it's 23 pages and only runs on a TI-84 Plus Silver edition, it still runs and is still a cool achievement. Have faith. For the record, I'm a senior in high school, and have been working on this project since the 7th grade. I'm not about to give up now!
The black spots for a couple of frames are mainly just a glitch that happens if you go too far to the left or top. Since my routine only decrements, if the map rolls over, the images run off into the neverlands. Not fun. Since it only reads fortunately, it wont crash or anything, but will look awfully odd. All of the maps will be designed to avoid this little error, but if I make a mistake in a map (or the engine) and you see something to this effect, that;s all it is.
As for the size, I intend to use slightly smaller sprites than that (28x28 for backs, 24x32 for fronts) and a heck of a lot of compression. I also have discovered (thanks to jim e. Wonderful person) that maps can be shrunk by a process known as sub-mapping, which is basically repeating common patterns. Since this is used a lot in the actual game, no reason why it shouldn't be used here as well.
Yes, the grey flickering is PindrTI. It looks really good on a real calc. If you run it in vti of course, the flickering goes away.
Thanks for the comments y'all! I'll try to get something a little more impressive (like a character, collision, and smooth scrolling) in as soon as possible. I kinda need to finish the map maker first though, as trying to do this all by hand is a bit of a pain. Will post again soon, as my project focus has turned seriously to this.
-gamefreak
PS: I will not give up. Even if it's 23 pages and only runs on a TI-84 Plus Silver edition, it still runs and is still a cool achievement. Have faith. For the record, I'm a senior in high school, and have been working on this project since the 7th grade. I'm not about to give up now!