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Le Scaphandrier
#46
(06-06-2011, 07:00 PM)Sploder Wrote: Yeah, and then you can just have the bob be handed in the code. Maybe?
Err... The system has a 1Mhz processor, so modifying sprites at runtime/every other frame would be just too expensive, the game will be running pretty tight already. I think probably not.
I manage an emulation project called Chip16, check it out!
Peace!
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#47
[Image: Zv7Tr.png]
dum dee dum
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#48
(06-07-2011, 04:12 PM)Chris2Balls [:B] Wrote: [Image: Zv7Tr.png]
dum dee dum
[Image: cyJqm.png]
Hmm... So we now have platforms? That's an interesting twist. I may have to rethink my map compression scheme... Blank
It looks convincingly underwater, even at this level of detail, I'll give you that Wink
I manage an emulation project called Chip16, check it out!
Peace!
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#49
There's another twist. Is it possible for me to use two tilesets per screen? That way I can use the bush tiles to do coral and stuff.
I'm going to refine the detail on these too.
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#50
(06-07-2011, 07:55 PM)Chris2Balls [:B] Wrote: There's another twist. Is it possible for me to use two tilesets per screen? That way I can use the bush tiles to do coral and stuff.
I'm going to refine the detail on these too.
Yes it is. Can you fall off the platforms? And will all "rooms" be platform-based like this?
I manage an emulation project called Chip16, check it out!
Peace!
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#51
(06-06-2011, 08:19 PM)tykel Wrote: Err... The system has a 1Mhz processor, so modifying sprites at runtime/every other frame would be just too expensive, the game will be running pretty tight already. I think probably not.

You wouldn't modify the sprite at all, just the position you're drawing it at.
But okay.
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#52
What tykel's saying is that making the sprite bob by drawing it at a different position at runtime or at every other frame would be too expensive in terms of resources. To give you an idea of our restrictions, we were using half of our resources (total of 64k) on just putting 200 screens in the game; fortunately the code was optimised and it's been downsized at least onefold. And we haven't taken in count the room the graphics or the code will take up yet, because that's pure speculation for now. We can see how it goes and who knows, we might have enough room to add it! Smile


Tykel: you can fall off certain platforms (ie cliffs,), and not all screens will be platform-based. like link's awakening (idk if you've played it or remember me playing it)
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#53
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Eastbound!
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#54
(06-06-2011, 09:44 AM)Chris2Balls [:B] Wrote: [Image: u7UlG.gif]
the diver can now walk!

hrmm, the arms move inward too much. It looks as if the arms recede into the torso.

the walking right sprite is cool though. Cute
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#55
ok... since then i changed the speed/
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i think i will change the sprite though, because you have a point.
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#56
the legs on the southwards walking don't look like they're moving towards and away from the viewer, it still looks like a walk animation though because of the arms and the bob

maybe add more shadow to the legs as they go back though

edit:
the new walk is much better but try out the shadow on the far leg
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#57
(06-08-2011, 05:53 AM)Chris2Balls [:B] Wrote: What tykel's saying is that making the sprite bob by drawing it at a different position at runtime or at every other frame would be too expensive in terms of resources.
It's two calculations extra each frame; something like this isn't that expensive. Actually modifying the image is.
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#58
(06-08-2011, 02:45 PM)RétroX Wrote:
(06-08-2011, 05:53 AM)Chris2Balls [:B] Wrote: What tykel's saying is that making the sprite bob by drawing it at a different position at runtime or at every other frame would be too expensive in terms of resources.
It's two calculations extra each frame; something like this isn't that expensive. Actually modifying the image is.
Yes, that's right. I misunderstood, I thought Sploder meant modifying the head's position in the sprite every frame. Sorry Wink
That said, what you save in graphics you make up for in code to a certain extent. Given the saving isn't that big, I think it's simpler to just go with multiple frames for now.
I manage an emulation project called Chip16, check it out!
Peace!
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#59
Yeah, I was just pointing it out. Sorry if I seemed too demanding in my wording. Tongue
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#60
i apologise if i seemed rather defensive (and ignorant) yesterday.
to make up for it, i updated the tileset!

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