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Posted: Sun 10 Jul, 2005 3:21 pm
by merthsoft
Mine goes about 4fps... Yay!! Anyone getting any more?

Posted: Sun 10 Jul, 2005 3:41 pm
by Jim e
As far as examples go I tried a greyscal maker, which came out surpiresingly good, and smooth scroller. The smooth scroller actually had pretty decent speed for basic but there seems to be problem the scroll routine and the sprite routine, might be bugs or I don't how to implement them right but it was still pretty good.

Posted: Sun 10 Jul, 2005 10:42 pm
by DJ_O
Ok I started rewriting the map engine from scratch, but it doesnt scroll the same way. Now once the char is in the middle of the screen it start scrolling then stop scrolling once you reach the edge of the screen. Collision detection isnt implemented yet though. It runs at 4 fps so far. later I might optimise more to make it faster

Posted: Mon 11 Jul, 2005 7:33 pm
by merthsoft
Heh, I just re wrote it and made it scroll the same way...

Posted: Fri 15 Jul, 2005 11:59 pm
by necro
I am messing around with a side scrolling engine...it scrolls a half screen at a time and I am trying to add sloped tiles, destructable blocks, and colapsing blocks

Posted: Sat 16 Jul, 2005 8:30 pm
by dysfunction
Unfortunately Kevin no longer posts here, so here's what he did:

Well, this is not really a project or something big but I'll post it anyway. This is also to let you know I am coding a bit for calcs now wink.gif . as you might know tr1p1ea asked people to make some xLIB example and to optimise his own, but since It was way too hard to understand (I am more experienced in coding than looking at other ppl code tongue.gif ) so instead of optimising his engine I decided to rewrite it and mod it a bit. Here is what I got so far:

Image

So far I think only tr1p1ea himself, a few ppl on #tcpa and a few ppl on UnitedTI saw it. As you might notice it flickers like mad when scrolling blink.gif , its alerady slow and the collision detection isnt even finished yet but I though I would experiment scrolling grayscale anyway. On the SE it doesnt look bad. I might post the source code which isnt fully optimised yet once collision detection is implemented and I will make a non-GS version as well

Posted: Sun 17 Jul, 2005 4:54 pm
by necro
so...will kevin at least post here and just boycot the rest of the site...tr1p1 doesn't seem to be trolling like andy

Posted: Sun 17 Jul, 2005 5:57 pm
by crzyrbl
what's gonna stop andy from posting here then?

Posted: Mon 18 Jul, 2005 12:37 pm
by necro
tr1p1 is the mod for this peice of the forum...could he lock certain people from posting...and do so only if Andy decided to troll in here

Posted: Mon 18 Jul, 2005 1:52 pm
by crzyrbl
that's a useful power :D

Posted: Mon 18 Jul, 2005 5:58 pm
by necro
if he can do it...then yeah, it would be

Posted: Tue 19 Jul, 2005 4:16 pm
by necro
hmmm...I have gravity, the abillity to jump with collision cecking, the ability to go up and down latters, and I am working on sloped tiles and collapsing blocks in my platform test

CALC WIZZARD...WOOT!

Posted: Wed 20 Jul, 2005 5:46 am
by tr1p1ea
Sounds great, what kind of speed do you get out of it? You want to post a screenie? :).

Posted: Wed 20 Jul, 2005 2:08 pm
by crzyrbl
kevin's done it again!

Image

Posted: Wed 20 Jul, 2005 2:09 pm
by necro
flash debbuger doesn't seem to like it...oh well, I should be able to get it done the rest of the way (as far as a demo goes...just to show the concept as opposed to a game) very soon...it is faster than kevin's diortem (right now, still need to check for optimisations) and it has smooth scrolling. Besides, it is rather ugly right now...black tiles are floors, simple ladder tile, ugly slopes, ect.