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[TI-84+CE] Wal-Rush! CE v2.0

Started by DJ Omnimaga, March 12, 2016, 05:52:03 am

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DJ Omnimaga

Ok so for the next update on this, I am contemplating making Walrii much smaller. I don't know if it will use 4*4 blocks because of slanted block display limitations, but it's entirely possible. I would just like Walrii to not fill half of the screen and maybe I could use something closer in style to @JWinslow23 Atari sprite that way.

Dudeman313

Okay. :)
Speed is always an issue, though, so keep that in mind.
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DJ Omnimaga

It depends. Making the sprite smaller would increase the speed, but adding more rectangles would decrease it.

Dudeman313

So you might even end up with a smaller sprite that has the same speed as the larger one, but with more details?
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DJ Omnimaga

It depends how speed will go. If I notice a significant speed increase then yes I might add more details.

I could also add more details to other stuff, such as background hills or the spikes. I don't want to use ASCII characters because TI text routines are slow as garbage (especially on the home screen).

DJ Omnimaga

April 13, 2016, 04:58:29 am #35 Last Edit: April 13, 2016, 07:55:07 am by DJ Omnimaga
Major update! :D

-Walrii sprite has been downscaled using the extra CE Textlib stuff I learned after starting this project.
-Spikes now move faster and no longer flickers
-Walrii gravity has been increased (he starts falling down earlier too)
-Brand new title screen! Text is less spaced out so that I could fit an exclamation mark and CE in the title. @JWinslow23 will be happy about the ! :P




:walrii:


DJ Omnimaga

Lol I don't think it would be that hard, but it would require modifying the title display routine :P

Thanks! Also I am sticking to single rectangles for spikes because I want to finish the entire game and ensure that speed remains good. I will only design spike sprites if it doesn't slow the game down too much, same for fishes (if any). Ideally, both of those should be restricted to 3 rectangles each


DJ Omnimaga

I don't get what you mean by your post ???


DJ Omnimaga

Well, have you seen First Fantasy II map loading? 27 rectangles takes 0.3 seconds to render, hence why I try to keep the amount lower than that in Wal-Rush! CE. <_<

Not to mention the maximum that can be drawn in 1 command is 42 anyway (the answer to life, universe and everything)

JWinslow23

Quote from: DJ Omnimaga on April 13, 2016, 07:01:28 pm
Well, have you seen First Fantasy II map loading? 27 rectangles takes 0.3 seconds to render, hence why I try to keep the amount lower than that in Wal-Rush! CE. <_<

Not to mention the maximum that can be drawn in 1 command is 42 anyway (the answer to life, universe and everything)

I get it, I get it. It's absolutely fine, as long as it doesn't take 24 hours to render 1 frame :P

DJ Omnimaga

Indeed. In FFII this is why the entire map is only rendered once entering the dungeon. When you switch to a new room, only the 4 exits are updated. Else it would take 8 seconds to load every room.


Also here are some 3-rectangle fish/spike ideas if I was to improve the other sprite:



The spikes would pretty much be a recolored fish sprite with one of the rectangle being the same color as the background. :P

JWinslow23

Quote from: DJ Omnimaga on April 13, 2016, 07:08:32 pm
Indeed. In FFII this is why the entire map is only rendered once entering the dungeon. When you switch to a new room, only the 4 exits are updated. Else it would take 8 seconds to load every room.


Also here are some 3-rectangle fish/spike ideas if I was to improve the other sprite:



The spikes would pretty much be a recolored fish sprite with one of the rectangle being the same color as the background. :P

I was thinking something TOTALLY different for the spike (one for "body", and two perpendicular "spikes" going through the center, creating 4 spikey thingies emanating from a thing), but second row is good.

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