New game for MSX1 (Transball)

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Par Vampier

Prophet (2386)

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27-06-2016, 23:01

@santiontanon Smile wow... I'd never thought I'd see you here! Welcome!

Par santiontanon

Paragon (1526)

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27-06-2016, 23:05

I just added .cas files to the downloads section ( https://github.com/santiontanon/transballmsx/releases/tag/1.0 ), generated thanks to nitrofurano's script :)

Par santiontanon

Paragon (1526)

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27-06-2016, 23:05

Haha, thanks Vampier!!!

Par ARTRAG

Enlighted (6578)

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28-06-2016, 01:10

About fine scrolling, according to Magellan, level 1 has 235 transitions when scrolling on Y axis and 236 transitions when scrolling on X axis. So, it can scroll safely.
Maybe putting in sprites some details (eg. cannons) could also improve the situation.
Problems occur with later levels, that should be redesigned to reduce the number of transitions on the screen.
Level 16 shows about 740 transitions...

Anyway the game looks already great, no need to add eye-candies.

Par santiontanon

Paragon (1526)

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28-06-2016, 06:34

Btw, I just noticed that level 14 was not completable due to a small bug. Just fixed it and updated the rom and cas files.

Edit: and level 15 was also not completable. It is now.
Both updates are in version 1.0.1 (https://github.com/santiontanon/transballmsx/releases)

Par hit9918

Prophet (2911)

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28-06-2016, 06:11

look how goblins CPC does it
https://www.youtube.com/watch?v=ZgufriFkri4
every now and then the screen jumps. while all sprite moves go pixel wise and no 8 pixel uncertainty versus the tiles.

Par santiontanon

Paragon (1526)

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28-06-2016, 06:37

Thanks for the suggestion hit9918! when I Started coding I actually considered 3 alternatives: screen-by-screen, "CPC ghost'n'goblins like", and the current version. I went for the third option since I though it'll be nicer. But that's certainly something that was already in my to-do list for a potential second installment (where the user would be able to select "scroll mode" from the main menu).

Par hit9918

Prophet (2911)

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28-06-2016, 08:15

with CPC scroll there is the tuning question how often and how far to scroll.
it maybe could be dependant on which direction the ship is heading. so one has more screen space ahead. and with that tuning it maybe needs less often a jump.

I uploaded the diagonal scroll demo again
https://sites.google.com/site/tueftlerlabs/home/downloads/de...

well memory consumption explodes dependant on puzzeling and it's no quick application at the end of a project.
the core are the functions drawplane and runcmd.
it's not hybrid mode, its "only roll the tiles currently visible onscreen, not all tiles of the level".
this way saved a lot and then afford loading 3 charsets including different colorbytes every frame. which makes a mode with less square bleed restrictions.

Par nitrofurano

Champion (300)

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28-06-2016, 16:02

wow, i’m really glad to know it worked for you, as i need to find out why it doesn’t for me! Big smile (weird is that it worked fine on all up-to-32kb from MSXDev, all the roms i created on Boriel’s ZXBasic Compiler, and on all classics without that ram-writing “protection” (like used on Konami since late 1985) )

Par nitrofurano

Champion (300)

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28-06-2016, 16:03

you’re welcome!!! Smile

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