Ok, New Ideals!
I have decided to just finish Green Boxcopter... and see where I am at. I will most probably want to finish Yah Spaced Invaders, because it looks really good - and I don't want to dissapoint Shockwave with a buggy, non-finished clone!!!
If, and when I finish these - taken my time... give it to September... *hopefully*. I kind of want to revamp Computer Crisis...
So here's the stats
Green Boxcopter 1: 100%
Green Boxcopter 2: 70% (I guess)
Yah Spaced Invaders: 45%
Computer Crisis: 85%
--------------------------------
And I want to work on an RTS... sort of engine thing! I know! Way off in the horizon *can't code it*! But they say if you walk the distance, no matter how slow - you shall see the end! *hopefully*
Good to see you're still determined to do some yab! How's the DOS stuff going at work?
Jim
Haven't been to work for 2 weeks because the computer they were building for me needed a new BIOS, so it was awhile for the shipment. Then they decided to put VISTA onto it, so more delays lol!
I'm going tomorrow - I don't think I will be doing any DOS for awhile... think their going to teach me later lol!
Ok... fixed! But it still has the funny mini-map location!
I know why this is, but I am not sure *atm* how to fix it.
Why you ask?
A) Because I am moving the perspective as well as the location!
Perspective moves the screen;
Location moves the mini-map square.
I don't no how to change it so that the mini-map moves independent to the perspective - that it, it will only move when the cursor is on the boundry.
Any help will be gratefully accepted!!!
That seems to work ok, I've noticed a tendency that you have that will slow things down though..
for i = 1 to 10
rem Soldier
setrgb 1, 300, 200, 100
fill rect -1 + (soldier_x(i) / 20), 203 + (soldier_y(i) / 20), 1 + (soldier_x(i) / 20), 205 + (soldier_y(i) / 20)
clear rect -1 + (soldier_x(i) / 20), 203 + (soldier_y(i) / 20), 1 + (soldier_x(i) / 20), 205 + (soldier_y(i) / 20)
rem Tank
setrgb 1, 100, 300, 200
fill rect -1 + (tank_x(i) / 20), 203 + (tank_y(i) / 20), 1 + (tank_x(i) / 20), 205 + (tank_y(i) / 20)
clear rect -1 + (tank_x(i) / 20), 203 + (tank_y(i) / 20), 1 + (tank_x(i) / 20), 205 + (tank_y(i) / 20)
rem Jet
setrgb 1, 200, 100, 300
fill rect -1 + (jet_x(i) / 20), 203 + (jet_y(i) / 20), 1 + (jet_x(i) / 20), 205 + (jet_y(i) / 20)
clear rect -1 + (jet_x(i) / 20), 203 + (jet_y(i) / 20), 1 + (jet_x(i) / 20), 205 + (jet_y(i) / 20)
next i
You could do;
setrgb 1, 300, 200, 100
for i = 1 to 10
rem Soldier
fill rect -1 + (soldier_x(i) / 20), 203 + (soldier_y(i) / 20), 1 + (soldier_x(i) / 20), 205 + (soldier_y(i) / 20)
clear rect -1 + (soldier_x(i) / 20), 203 + (soldier_y(i) / 20), 1 + (soldier_x(i) / 20), 205 + (soldier_y(i) / 20)
next i
setrgb 1, 100, 300, 200
for i = 1 to 10
rem Tank
fill rect -1 + (tank_x(i) / 20), 203 + (tank_y(i) / 20), 1 + (tank_x(i) / 20), 205 + (tank_y(i) / 20)
clear rect -1 + (tank_x(i) / 20), 203 + (tank_y(i) / 20), 1 + (tank_x(i) / 20), 205 + (tank_y(i) / 20)
next i
setrgb 1, 200, 100, 300
for i = 1 to 10
rem Jet
fill rect -1 + (jet_x(i) / 20), 203 + (jet_y(i) / 20), 1 + (jet_x(i) / 20), 205 + (jet_y(i) / 20)
clear rect -1 + (jet_x(i) / 20), 203 + (jet_y(i) / 20), 1 + (jet_x(i) / 20), 205 + (jet_y(i) / 20)
next i
Might not amount to much, but an optimisation nevertheless and wouldl prove important in Yabasic, especially if you plan to run it on the console.
cool stuff.
are all those divides there for tilemapping? or could you work them out as this would speed things up.
multiply by 0.05 would be faster, especially on a real PS2.
Jim
Ok, I did what Shockie said... nice! Didn't know that having 3 for loops would be better than one (is it because the 3 loops have the setrgb outside of them???)
Well, I guess this has a bit of interest!
Umm, also - could the RTS post be the main disscussion topic for this. It just seems that it would be easier if everyone posted in the one topic. Sorry I made two!!!
It's all about simplifying what goes on in loops as much as you can Clanky. You should use the other suggestions there from the other guys too mate :)