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Show posts MenuQuote from: DarkestEx on October 17, 2015, 08:47:16 PMFeel free to use any of my art as long as credit is given.
Wooha, they look nice
Can I reuse some sprites for microcat games? Or might you maybe make some yourself?
Quote from: Araidia on October 14, 2015, 08:07:22 PMI've had some ideas for a game, and even threw together a dungeon generator that you can walk through- but no promises yet that anything will happen.
Nice art, LDStudios! I wish I had that kind of determination.
(Is this a game being made or is it just art?)
Quote from: p4nix on October 15, 2015, 09:10:54 AM
Sadly, because this art could be used in games really good. I mean, this is good enough for goodselling retro-indie-games in my opinion
Quote from: Streetwalrus on October 15, 2015, 09:22:18 AMThanks very much for the compliments ^.^
Yes indeed, these sprites are top tier 16 bit material. Great job.
Quote from: annoyingcalc on October 08, 2015, 10:37:49 PMIf implementing grey scale is really just a matter of artistic abilities, tell us the sprites you need at what dimensions and I'm sure people will help
Sure, once I iron out the major bugs and can access my laptop instead of this iPad I'll send a copy.
Also, currently there is no greyscale, partly due to my limited artistic abilities. If anyone wants to help with graphics that would be nice. However, in my opinion it looks a bit nicer than Sam Heald's right now.
Quote from: Adriweb on September 28, 2015, 03:14:31 PMI understand that the difference between OSes and image drawing is significant, but from what I've seen using image strings on newer OSes doesn't seem particularly different than using image resources with them. That being said, I suppose the difference in speed could be more drastic if you "use images extensively (especially if big)".
If you use images extensively (especially if big), you WILL feel the difference between OSes. Benchmarks don't always reflect reality... A simple test is using mViewer GX Creator in API level 1.0 (string images) and in API level 2.3+ (resources images)
I think another big difference is the loading time, in favor of the image resources. But I don't have timings for that.
Quote from: Adriweb on September 28, 2015, 03:14:31 PMThis may not be especially relevent to you, but I've run into the issue fairly often, especially when collaborating with others, or if coding on calc (in which case there is no way to use image resources).Quote-Image data embedded directly in the code makes transferring code between editors and people much easierSure, but needing to do that pretty much never happened to me, in the past few years... Use external editors and building scripts (However older Luna versions didn't support the new image resource system)
Quote from: Adriweb on September 28, 2015, 03:14:31 PMThese techniques might not be extensively used, but I'm not sure why not, because there is a lot we can do with them. I particularly mentioned this because a project I was working on a few months ago involved a small library to manipulate image strings in such ways, and I found it very useful.Quote-Image strings can be manipulated to manually reverse images, or replace colors within an imageTrue, though these techniques aren't extensively used.
Quote from: Adriweb on September 28, 2015, 03:36:21 AM
The easiest way would be to install TINCS 3.2. It will generate some TI.Image resource in the old string format.
The format itself is known and documented by TI, in fact, as well as here: https://wiki.inspired-lua.org/TI.Image
But yeah, it's slow and annoyingly large, Image resources from 3.6 on are much better.
Supporting old versions seems like a rather moot point, The majority of people have 3.9 if not 4.0 (and some still have 3.6... Earlier ones are very rare)
Used image: 320x240 full spectrum gradient
TI-Nspire OS 3.2.4
draw image string: 15.12ms
TI-Nspire OS 3.6
draw image string: 14.08ms
draw image resource: 14.51ms
TI-Nspire OS 3.9
draw image string: 14.16ms
draw image resource: 14.15ms
TI-Nspire OS 4.0
draw image string: 14.26ms
draw image resource: 14.21ms
Quote from: semiprocoder on September 11, 2015, 02:31:04 AMAt the beginning of your code, set
I don't know how to make it compatible with previous versions, but you said that they work...
platform.apilevel = desired apilevel
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