Author Topic: Ohh! Again  (Read 4848 times)

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Offline Clanky

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Ohh! Again
« on: April 03, 2007 »
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*

He tilts, and his eyes are focused on the ground far below.. Wind? Angels? Men..

Offline Jim

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Re: Ohh! Again
« Reply #1 on: April 03, 2007 »
Good to see you're still determined to do some yab!  How's the DOS stuff going at work?

Jim
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Offline Clanky

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Re: Ohh! Again
« Reply #2 on: April 04, 2007 »
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!
He tilts, and his eyes are focused on the ground far below.. Wind? Angels? Men..

Offline Clanky

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Re: Ohh! Again
« Reply #3 on: April 04, 2007 »
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!!!
« Last Edit: April 04, 2007 by CLANKY »
He tilts, and his eyes are focused on the ground far below.. Wind? Angels? Men..

Offline Shockwave

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Re: Ohh! Again
« Reply #4 on: April 04, 2007 »
That seems to work ok, I've noticed a tendency that you have that will slow things down though..
Code: [Select]
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;

Code: [Select]
    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.
Shockwave ^ Codigos
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Offline ninogenio

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Re: Ohh! Again
« Reply #5 on: April 05, 2007 »
cool stuff.

are all those divides there for tilemapping? or could you work them out as this would speed things up.
« Last Edit: April 05, 2007 by ninogenio »
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Offline Jim

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Re: Ohh! Again
« Reply #6 on: April 05, 2007 »
multiply by 0.05 would be faster, especially on a real PS2.

Jim
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Offline Clanky

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Re: Ohh! Again
« Reply #7 on: April 05, 2007 »
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!!!
He tilts, and his eyes are focused on the ground far below.. Wind? Angels? Men..

Offline Shockwave

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Re: Ohh! Again
« Reply #8 on: April 06, 2007 »
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 :)
Shockwave ^ Codigos
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