0 Members and 1 Guest are viewing this topic.
Is that tiny baby-trees in the grass? They're a bit small I guess But I like tha graphics, too ^^ Now add some amazing animated pixelstuff for fighting and I'm gonna buy it ^^
Looks brilliantWhy does it flicker? Can't you doublebuffer in TI_BASIC?
He can, by using xLIBC's double-buffer commands, but the emulator screenshot feature will still produce flicker no matter what. In CE games I have the same problem, where even with almost invisible flicker, in the screenshots it's severe enough to be annoying.
I like the upgrade in graphics, especially the varied terrain textures. As for the characters, I like that you went with larger ones. I'm curious about what you'll come up with in terms of character attack animations and stuff. How will combos work?
By the way, do you use the sprite command that lets you display multiple sprites at once? That might be better than displaying sprites separately one by one. As for the animations do you mean the characters are based from previous games you made, Smash Bros style? I like the moves idea by the way. Good luck!
I think drawing sprites separately isn't too much of a speed drain with such small amount of sprites, but for a real-time action game you need every bit of speed you can get, so in your case it matters. I'm now curious about how your other 8x8 or ASCII characters will look like in 8x16. Also xLIBC's support for multiple keypresses might be handy for special moves. For the HUD you could try using rectangles and make the HUD look a bit like Street Fighter or Mortal Kombat.
For an acurate health bar, you could just use a fixed amount of HP, but different attack/defense attributes for each character. Or you could just take the character's HP and divide it in a way that it always ends up being the size of the energy bar. I think the former idea might be easier, though.
Page created in 0.114 seconds with 55 queries.