You should look for a git client, github uses git, not svn
I'll check out code once I'm home tomorrow.
deeph wrote:Ok I've gave up trying to make it work on emu after a lot of attempts
I finally managed to flash my gamebuino over usb, the original cable wasn't working...
So I've made a commit, however the files ended up not where I wanted, so another trunk/ folder was created... I tried using TortoiseSVN but it didn't want to let me log, so I did it using the upload form. I'll look for a better SVN client.
Anyway, I started playing with the sprites, and converted them using a tool I made with PureBasic. I made a start of a map editor too (currently only for windows, sorry ), so I can create easily new data files.
I've modified the tilemapper too but I can't test it out, now I'm stuck at "SD card not found." (while it was working with the original files).
I'll try to fix it all as soon as I've time
Sorunome wrote:2nd: any reason you removed the player object? That neatly bundled everything for the player togeather!
Sorunome wrote:5th: having a fixed tilemap size would be better IMO as we know exactly how much ram it needs to occupy if we want to squeeze so much in there
Sorunome wrote:6th: I had the camera position calculation in the sprite routine so that i don't have to care about camera in other game logic, any reason why you moved that away?
Sorunome wrote:7th: I saw you added animated sprites, I like it! How large is a sprite now, though?
Sorunome wrote:8th: Did i read it correctly that the camera movement is tile-by-tile? Because if so there can be done great speed+size optimiations, however IMO it looks more awesome if camera movement is fluently
superfreaky wrote:I came up with (I think) a decent name! The Legend of the Blade: Odnipar's Prophecy. I came up with the name "Odnipar" all by myself. (Can't you tell?) Odnipar is the wizard who prophecies of the protagonist. The game is playing out the prophecy. It's designed for a(n eventual, and I haven't even begun to plan for one) sequel, the same Legend of the Blade: (rest of title here) type title.
I could change the name if it's too awful.
const byte maskset_player[]={
0x87,0x87,0x01,0x01,0x81,0x01,0x6f,0xc0,
0xff,0x87,0x80,0x00,0x00,0x80,0xf7,0xfb,
0xff,0xff,0x01,0x01,0x81,0x01,0x5f,0xdf,
0xc0,0x41,0x01,0x81,0x01,0x01,0x87,0xff,
0xc3,0x40,0x00,0x80,0x00,0x00,0x87,0xff,
0xdf,0x41,0x01,0x81,0x01,0x01,0x87,0xff,
0xc0,0x6f,0x01,0x81,0x01,0x01,0x87,0x87,
0xfb,0xf7,0x80,0x00,0x00,0x80,0x87,0xff,
0xdf,0x5f,0x01,0x81,0x01,0x01,0xff,0xff,
0x87,0x01,0x01,0x81,0x01,0x41,0xc0,0xff,
0x87,0x00,0x00,0x80,0x00,0x40,0xc3,0xff,
0x87,0x01,0x01,0x81,0x01,0x41,0xdf,0xff };
Sorunome wrote:Also which tilemap size? 12 x 8? I used that one before as it is the size used for the gameboy zelda games, heehee ^.^
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