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starting ll again
#1
im sure very few of you remember me and josiah tobin talking about making a game called lynn's legacy some time ago.

well, since then my computer has crashed, and ive basically had to rewrite the engine from scratch for the third time. (i had cool stuff last build... like wrapping around edges of tiles, like in SoM... >.<)so, seeing this new language FB i figured i would port the code i have (skeleton p*t scrollage) and then continue to develop the game in FB.

im new with being ale to work with individual bytes, im excited at the possiblilities that were just too slow in qb. so... after all this meaningless babble:


http://members.aol.com/rubentbstk/progsnstuf/ll2.rar


it runs a little fast on my comp, i tried to govern it with TIMER but other people that tested it (with faster pc than me) said it was slower =S so i dunno try it out. at least there should be no anomalies and no way to crash it =). oh and btw "d" will show numbers and ESC exits.

ill keep updates on major progress in the engine!


cya


p.s. source included, enjoy
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#2
Looks nice, and runs smooth here.
Maybee you should consider going 640x480?

And there is one command i dont know...
Code:
MOD
You use it to calculate the beginning of the drawing window.
What is it for?

Can i "copy" your drawing routine?
Mine seems a bit messy Wink

WARNING! C AHEAD! Needs to be translated to FB Wink
Code:
int drawdone;
    int drawx,
        drawy,
        drawxanfang,
        drawyanfang,
        mapx,
        mapy,
        fensterx,
        fenstery,
        mapxanfang,
        mapyanfang;
    drawdone=0;

    fensterx = party.x-160;
    if(fensterx<0)fensterx=0;
    if(fensterx>(mapmax_x*8)-160)fensterx=(mapmax_x*8)-160;

    fenstery = party.y-120;
    if(fenstery<0)fenstery=0;
    if(fenstery>(mapmax_y*8)-120)fenstery=(mapmax_y*8)-120;


    tempx=0;
    tempy=0;
    mapxanfang=fensterx/8;
    mapyanfang=fenstery/8;
    mapx=mapxanfang;
    mapy=mapyanfang;
    drawxanfang = (mapxanfang*8)-fensterx;
    drawyanfang = (mapyanfang*8)-fenstery;
    drawx       = drawxanfang;
    drawy       = drawyanfang;

    while(!drawdone)
    {
        drawarea.x = drawx;
        drawarea.y = drawy;
        drawchip(map[mapx][mapy].chipset
                 ,map[mapx][mapy].chipx
                 ,map[mapx][mapy].chipy);
        drawchip(map[mapx][mapy].vchipset
                 ,map[mapx][mapy].vchipx
                 ,map[mapx][mapy].vchipy);
        mapx++;
        drawx=drawx+8;
        if(mapx>mapxanfang+40)
        {
            mapx=mapxanfang;
            drawx=drawxanfang;
            mapy++;
            drawy=drawy+8;
            if(mapy>mapyanfang+30)drawdone=1;
        }
    }
color=red]Look at you, Hacker. A pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?" - Shodan, AI at Citadel Station orbiting Earth[/color]
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#3
mod displays the remainder of a number divided by another number. say your dividing 16 by 6. the result would be 2, with a remainder of 4. using mod would return 4.

e.g.

n = 16 mod 6 'result would be 4
Jumping Jahoolipers!
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#4
Quote:Looks nice, and runs smooth here.
Maybee you should consider going 640x480?
We might be, actually... Dunno... Cha0s did mention that to me briefly. :???:
It might work better actually, now that we have the new character sprite... (twice the size as the one in that demo, really busted my ass making it and animating it smoothly :o ...and of course it's the real main character sprite instead of a random npc, so it looks a fair bit better)
Oh, and:
Quote:I had cool stuff last build... like wrapping around edges of tiles, like in SoM
Get your terms right-- That's PSF, ProSlide Factor! Don't you forget! :lol: What are you all laughing at...?
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#5
Hmmm... does that demo crash on you guys if you try to run in full screen?
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#6
sometimes, when i go full screen, it resets all the colors to crazy colors, but if i throw in a switch to say, when i hit space, reset the pallete, its fine.

never had a crash tho... =/ well.. the engine now is like tons more solid than it was when i released that demo, that was just to hardcode a lot of the code that i didnt have, and some hacks to hold it all together... now its more of, um... structure? ;p as you see in my fb programming help topic
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#7
hi, id like to have someone run this and tell me if the speed is too fast, or if it seems limited, josiahs telling me its running ultra fast but i have a TIMER delay so it doesnt make any sense ;p anyways..

http://members.aol.com/rubentbstk/nextll.rar
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#8
can you zip it? :wink:
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#9
http://members.aol.com/rubentbstk/nextll.zip
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#10
Very cool!!!! Runs blazingly fast!!!
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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