hseiken's Profile
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- Active Posts:
- 72 (0.04 per day)
- Most Active In:
- MegaZeux General (25 posts)
- Joined:
- 05-March 20
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- Last Active:
- Nov 30 2024 01:24 AM
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- Birthday Unknown
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- Location:
- Earf
- Interests:
- Music, FM Synthesis, Illustration, Graphic Design, Computer History, Beach Volleyball, Rally Racing
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Posts I've Made
-
In Topic: Sprite Load and DOS
29 November 2024 - 08:15 PM
I did some more testing and it seems the biggest effect on the setup I'm using was board size. And specifically vertical size. Horizontal would hiccup when scrolling past 80-100 columns (felt like it was loading in more of the board or something? just for a tick..) but when adding verticality to the board, once a certain height was hit, it permanently kept the frame halved. This seems to be what affected the things I was trying...as soon as I shrunk the board, suddenly the sprites were zipping around as expected. This might be useful for folks to note.
Oh also I noticed my system dropped in frame rate if I didn't properly cycle 1 out of short but constant check loops. I shoved a cycle 1 into a couple of those and got some frames back. -
In Topic: spr0 and weirdness?
29 November 2024 - 08:05 PM
Terryn, on 28 November 2024 - 07:12 PM, said:
That's not the issue here. To restate, when IF Sprite_Colliding uses c?? as its color parameter, it acts kind of like a rel self is applied for the entire Sprite. To make your code work, instead of using the counters you're using in it now, you would use the numbers 0 -1 for the (x,y) coordinates to check for an obstruction one tile north of the Sprite. (Or you could simply change c?? to c00 or something to make If Sprite_Colliding check absolute coordinates to fit your current code, but that's much less clean codewise than just using relative distance.)
Thanks for the help, I 'get' how it works now. It's confusing, but once the snake is unknotted, it's not so hard to grasp. I've been bringing to life a lot of old graphics/animations I've had laying around begging for controls/sprites to be made out of them...now I get to see em! Much appreciated to everyone that's been putting up with my forum pollution of my noob questions. -
In Topic: Noodlings
29 November 2024 - 08:50 AM
So I have been busting my head against sprites and i think i FINALLY get it now. Coupled with the fact I can decouple 'jobs' of robots to do different things instead of having to be clever about nested loops and other silly stuff I hate, I went back and made my FATSCII sprite test graphics that I couldn't get working way back in the day....working! Yay!
https://youtu.be/KUTDbzKc4EY -
In Topic: Noodlings
29 November 2024 - 02:07 AM
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In Topic: Noodlings
29 November 2024 - 01:45 AM
.. lulz
In all seriousness, gameplay wise, this simple concept might be useful in figuring out these dang sprites.
asciifu.png (998.51K)
Number of downloads: 3
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