I did indeed use a different one, after removing a minor glitch in my sd library I tested one that shipped with the gamebuino (IDK where my second one is, i just noticed o.O) and I didn't notice a speed difference, so yay!superfreaky wrote:Also, added to the demo for tilemap loading now dynamic flashing of sound data off of the sd card (damn, that is so fast, it's done in the blink of the eye)
Are you using the sd card that came with your Gamebuino? Or are you using a larger size, faster one?
superfreaky wrote:As for the black/white idea, it's not original [https://games.yahoo.com/game/shift-flash.html] but it's been floating around in my head for a while. I was inspired by the fact that black and white are the only colors available anyway, why not make a game utilizing that concept? Also, give me your honest opinion of the storyline. I can always start with a blank slate, new original ideas, but I thought I would start with a rather generic RPG story.
Well, I am un-innovative with story anyways, so yeah.... I think it's good ^.^ But, what do the others think?
As for black/white, fortunatly I just happened to read up documentary on the screen the gamebuino used recently and it has a negative mode which will be able to turn the entire screen negative without any effort!
I thought of maybe a private repo and not release the source until the game is done? What do you think? For a private repo I'd use bitbucket as it allows private repos for free, unlike githubdeeph wrote:Can you upload your code ? Or we should maybe make a repo.
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We'd also need to think about data structures. For tilemaps my current demo code uses a simple 12x8 tilemap, 8x8 sprites.
I thought another way to save PROGMEM would be to maybe have a 256-byte buffer (8 * 32) in RAM which can hold 32 sprites, so that along with each tilemap the sprites are stored, so that on the SD card you will have [<tilemap-data><sprite-data>]. While this would allow for many unique sprites it would make the tilemap datafile on the sd card large rather quickly.
Also, how to store what is walkable? Should that use the same 8x8 pixel grid or something finder, like 4x4? What about enemies / interactable objects?