Quote from: Lex aka Fluxmaster on Tue 28/04/2009 02:56:04
Sorry, guys, but my name is Alexis, and everyone calls me Lex.
..now I wanna know the real names of Rex and tex too...
This is indeed hilarious

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Show posts MenuQuote from: Lex aka Fluxmaster on Tue 28/04/2009 02:56:04
Sorry, guys, but my name is Alexis, and everyone calls me Lex.
Quote from: Tuomas on Mon 27/04/2009 22:41:12
These sketches are bloody awesome.
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I really like the stances, they look very natural, as if you were drawing on photos.
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The only thing is the girl with green pants & cap standing. It seems a bit stiff. The hand's not natural and the shoulders a bit tense, fi you know what I mean.
Quote from: rbaleksandar on Mon 27/04/2009 21:28:30
You know who have to do a damn good animation for these guys?Hope you do that.
Quote from: SpacePirateCaine on Sun 26/04/2009 17:21:35
I agree, the first color looks a little sunburnt - I think the more tan tones in the 'reclining' version of the sprite work a lot better.
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Incidentally - love the sprite.
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I'm definitely looking forward to seeing more of this project - we have a sadly small number of really interesting looking mid- to high-res projects that are active.
Quote from: X-Heiko on Sun 26/04/2009 08:06:40
The rocket ammunition gauge indicates you're from Germany!
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That's actually funny, because I'm from Germany, too.
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The Surface Drawing wouldn't allow you to put mines in FRONT of your ship, so the parallax scrolling method only works under the assumption that the largest mines are the game-relevant ones.
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Another idea would be not to "destroy" mines after they leave the playfield or collide with the player, but to just change their position back to the front. That way you could have 20 mines on screen at once, not necessarily 20 mines at all.
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I guess you can only experiment. If you want to talk to me in German so I can explain a few things easier, mail at x-heiko@skullbyte.de
Quote from: X-Heiko on Sat 25/04/2009 09:25:55
Yesterday, I took a look at the link Pumaman posted. Assuming that you have only your starship and the mines (Can you shoot? Then let's just assume we have 5 projectile objects or "others"), then you can use about 30 mines without problems. The rest would be background.
Quote from: X-Heiko on Sat 25/04/2009 09:25:55
In short you convert the background into a Drawing Surface, then stick a lot of little mines in the image (could even make them random) and THEN give the order to release your changes into the actual background. There is not 3000 little objects, there's just (up to) 3000 iterations where mines are being pasted into the background. You could do it even more elegant and just use layers - larger pictures with a few hundred mines each. That would mean 6 or so additional lines of code, each not much more CPU intensive than loading the BG into the video memory. Hell, you could even make ONE single background image, but then - why not just include them in the background image? Or did you mean parallax scrolling?
Quote from: X-Heiko on Sat 25/04/2009 09:25:55
You can't excessively slow down the game with too many objects because their number is limited.
Quote from: X-Heiko on Sat 25/04/2009 09:25:55
For parallax scrolling, you could yet use another trick. Get each mine of the same size into one sprite, a big layer so to speak. Let them move with differring speeds, faster for large mines, slower for small mines. That would still only be 4-5 additional objects (I can't quite make out how many different mine sizes you've got there). If the large objects slow down too much, you could still use a refreshing algorithm in the "repeatedly execute" function, which would go something like "On every game cycle: Change the background of the room to [picture with no mines]. Make it a drawing surface. Depending on the position of the player, draw [picture with smallest mines] on (player's X coordinate / large number). Then draw [picture with second smallest mines] on (player's X coordinate / less large number). Then, Then, Then draw [picture with largest non-object mines] on (player's X coordinate / smallest number), then release the changes." The Y coordinate would have to be constant and same for all.
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