Posts: 720
Threads: 46
Joined: Oct 2001
Why do you have sprites different sizes? Every single sprite in Empyrean is 16x16 regardless of the content of it... even though in Pascal it's easy to dynamically allocate the correct amount of memory with an untyped pointer.
It's just more straightforward from a coding point of view to always subtract 7 from the x and y to centre an image over it's location point... And of course, 99% of the graphics in the game are just 16x16 tiles... it's only the projectiles where it's a serious space wastage.
Posts: 2,020
Threads: 24
Joined: Jun 2002
he's writing a fighting game, if i'm not mistaken (though you normally use 16x16 tiles to build a larger character in such a game)
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
Posts: 729
Threads: 105
Joined: Feb 2003
True, but if a person kicks forward, he might need a larger sprite... that's why I started using Multi-Frame-Format...
size=9]"To announce that there must be no criticism of the president, or that we are to stand by the president, right or wrong, is not only unpatriotic and servile, but is morally treasonable to the American public." -- Theodore Roosevelt[/size]
Posts: 2,020
Threads: 24
Joined: Jun 2002
That's what i'm talking about. you have 16x16 tiles and a tilemap. This makes for collision detection and variable-sized sprites. It's what they use in most neo-geo and cps2 games.
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
Posts: 704
Threads: 0
Joined: Dec 2002
and click on "Details", you'll find all the information you need...for all of the video modes that QB supports.
ravelling Curmudgeon
(geocities sites require copying and pasting URLs.)
I liked spam better when it was something that came in a can.
Windows should be defenestrated.
Posts: 6,419
Threads: 74
Joined: Mar 2002
Quote:That's what i'm talking about. you have 16x16 tiles and a tilemap. This makes for collision detection and variable-sized sprites. It's what they use in most neo-geo and cps2 games.
Yeah. Megaman, you can follow one of the various topics that Kofman started a while ago. Some maping techinques are explained there. You'll find'em very interesting.
Posts: 1,556
Threads: 298
Joined: Dec 2002
No no, it's not for my fighting game. *snif*
I'm starting up an RPG game now, and I need to know how to manage enemy sizes.
Posts: 6,419
Threads: 74
Joined: Mar 2002
Those techniques apply also
It is just about breaking bigger sprites in smaller parts, and having only one sprite size.
Posts: 1,556
Threads: 298
Joined: Dec 2002
Posts: 3,288
Threads: 167
Joined: Nov 2001
Quote:But the problem is... how do I DIM only what I need, because the DIM command is at the top of the program, it won't know what the sizes are, so I'm forced to DIM as high as possible so that anything will fit, I want to know how I can make it know how big the sprite sizes are and DIm only what's necessary, (again, that may have been explained, but it probably flew right over my head...)
REDIM Array(Size)