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Zack: Fine, fine... I still don't think it would be that much of a hassle to add the animated tiles in, just a few map scans and frame increments, and badda-boom badda-bing.
Quote:First complete teh first version and then think of making the second one.
....yeah, that's pretty much the way we had in mind. Instead of making the second one and
then the first. It seemed more orthodox at the time.
Posts: 3,616
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Aw, PJ! I thought we were going to do the second version first!!
Map scans? Basically a map scan EVERY LOOP ITERATION. Of course, there is the other way, with an array of TYPEs, but I'm lazy, and that still will result in lag if there are more than 5 animated tiles.
f only life let you press CTRL-Z.
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Freebasic is like QB, except it doesn't suck.
Posts: 3,616
Threads: 287
Joined: Jan 2003
Ladies and Gentlemen, we have an earthshaking development.
Thanks completely to PJ...completely...I've learned scrolling. He taught me just now over MSN in about half an hour. So...Operation Pong now has large maps.
:king:
f only life let you press CTRL-Z.
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Freebasic is like QB, except it doesn't suck.
Posts: 3,616
Threads: 287
Joined: Jan 2003
Alright! I've made some progress...
1) Level editor half-done (I have to finish this in order to actually test the game)
2) Game preliminaries set (loading maps, tiles, sprites, code complete).
Once I finish the level editor (a couple of days), we're rolling into the Game engine.
f only life let you press CTRL-Z.
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Freebasic is like QB, except it doesn't suck.