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hseiken's Profile User Rating: -----

Reputation: 10 Good
Group:
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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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User is offline Nov 30 2024 01:24 AM
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Member Title:
Member
Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
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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

  1. 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.
  2. In Topic: spr0 and weirdness?

    29 November 2024 - 08:05 PM

    View PostTerryn, 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.
  3. 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
  4. In Topic: Noodlings

    29 November 2024 - 02:07 AM

    And with color. :p Attached File  ansi fu 2.png (1.11MB)
    Number of downloads: 4
  5. 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.

    Attached File  asciifu.png (998.51K)
    Number of downloads: 3

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