Super Maruino Land

Advice on general approaches or feasibility and discussions about game design

Re: Super Maruino Land

Postby clement » Wed Jul 08, 2015 10:41 am

He ate lot of mushroom ;)
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Re: Super Maruino Land

Postby BurningSushi » Wed Jul 08, 2015 11:17 am

I kept telling him to go easy on those, but he just wouldn't stop!
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Re: Super Maruino Land

Postby Sorunome » Wed Jul 08, 2015 7:59 pm

Looking nice! You should make it so that the leftmost column of sprites clips, though
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Re: Super Maruino Land

Postby adekto » Thu Jul 09, 2015 11:32 am

also a thing you can do is overlay white pixels ontop your sprite so it wont combine with the background
in your image editor you are going to have to draw what will become white in black though

whiteoverlay.jpg
whiteoverlay.jpg (15.94 KiB) Viewed 5352 times


Code: Select all
gb.display.drawBitmap(x,y,spriteBlack);
gb.display.setColor(WHITE, WHITE);
gb.display.drawBitmap(x,y,spriteWhite);
gb.display.setColor(BLACK, WHITE);


hope that makes sence
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Re: Super Maruino Land

Postby frakasss » Thu Jul 09, 2015 12:36 pm

Hey! Looks good!

Are you going to create all SuperMarioLand levels?
What's the length of one level?

Keep us in touch!
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Re: Super Maruino Land

Postby awesome101 » Thu Jul 09, 2015 2:34 pm

Hey guys, sorry for not responding for a couple of days.
Are you going to create all SuperMarioLand levels?
What's the length of one level?


I am actually making my own levels.
The length of one level is 100 bytes, and the height is 6 bytes.
If anyone knows how to optimize this any help would be appreciated.
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Re: Super Maruino Land

Postby adekto » Thu Jul 09, 2015 2:39 pm

i have not tryed it myself but you could load maps from the sd card
same size map probebly since i think your locked to the ram size
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Re: Super Maruino Land

Postby awesome101 » Thu Jul 09, 2015 3:05 pm

Hey guys I'm working on another console called pigrrl:
Image
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Re: Super Maruino Land

Postby Valden » Thu Jul 09, 2015 3:06 pm

awesome101 wrote:Hey guys, sorry for not responding for a couple of days.
Are you going to create all SuperMarioLand levels?
What's the length of one level?


I am actually making my own levels.
The length of one level is 100 bytes, and the height is 6 bytes.
If anyone knows how to optimize this any help would be appreciated.


Most of your levels should be empty, so instead of storing everything in a by array, you could store you level in "blocks" of tiles, defined like a rectangle and filled with a certain type of block. Depending of what type of levels you make, this solution can really compact your data. It should look like this :
Code: Select all
struct block {
byte x;
byte y;
byte w;
byte h;
byte block_type;
};


If you want to keep the array solution, you can try to only use 16 types of blocks per level. By doing that you can store 2 blocks in 1 byte dividing by two the size of a level. You can get the block Id by doing some byte-wise arithmetic.
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Re: Super Maruino Land

Postby awesome101 » Thu Jul 09, 2015 3:09 pm

Can you tell me how to do the arithmetic?
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