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Author Topic: [SCREENS] Surface  (Read 61663 times)

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Re: [SCREENS] Surface
« Reply #300 on: December 11, 2010, 09:50:58 am »
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Actually, I don't know how you couldn't think of doing something like this :P
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Mamoruanime

@Mamoruanime
Re: [SCREENS] Surface
« Reply #301 on: December 11, 2010, 09:55:33 am »
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Well it does make sense to do it that way :P I mean instead of making something render 300+ tiny images that never change, why not render 1 image with all of those images? :P
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Re: [SCREENS] Surface
« Reply #302 on: December 11, 2010, 04:22:21 pm »
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Well it does make sense to do it that way :P I mean instead of making something render 300+ tiny images that never change, why not render 1 image with all of those images? :P


It all depends on the game really. If all those tiles make a huge image with multiple layers, that could take up a lot of memory. Smaller maps without multiple layers would benefit from one shot image rendering. Always seems like a memory use vs. processor thing.
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  • Pyxosoft
Re: [SCREENS] Surface
« Reply #303 on: December 11, 2010, 04:30:31 pm »
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Memory is cheap nowadays  8)

I'm surprised it never occurred to me. Then again, I've never reached the point where I've looked at that loop and wondered how to optimise it XD I usually bring something to "proof-of-concept" levels, see something shiny and forget about it =P Why I don't even consider myself a real hobbyist, more of a tinkerer ;)
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Mamoruanime

@Mamoruanime
Re: [SCREENS] Surface
« Reply #304 on: December 11, 2010, 05:05:19 pm »
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Well it does make sense to do it that way :P I mean instead of making something render 300+ tiny images that never change, why not render 1 image with all of those images? :P


It all depends on the game really. If all those tiles make a huge image with multiple layers, that could take up a lot of memory. Smaller maps without multiple layers would benefit from one shot image rendering. Always seems like a memory use vs. processor thing.

Well, to me layers imply change of some sort :P At least in terms of if the player will be able to drive under it or whatever the situation. It really only applies to situations where the image will never change. Things like layers I can see being done generally the same way actually since it's far easier (and faster) to render 2 256x224 images than it is to render 448 16x16 tiles over both layers :P But then again, we're talking generally low resolution games with (in surface's case) 2 layers of tiles. In the other game's case, the tilemap doesn't require layering ;3 so it's pretty simplistic.
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Re: [SCREENS] Surface
« Reply #305 on: December 11, 2010, 05:51:45 pm »
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Makes sense in your case for sure.
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  • Pyxosoft

Mamoruanime

@Mamoruanime
Re: [SCREENS] Surface
« Reply #306 on: December 12, 2010, 05:10:48 am »
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Osnap also new Surface enemy:



It's a Byt.
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Antidote

>.>
Re: [SCREENS] Surface
« Reply #307 on: December 14, 2010, 01:32:39 am »
  • In all seriousness who's serious?
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Looks good Mammy :D
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  • Axiomatic Data Laboratories

Mamoruanime

@Mamoruanime
Re: [SCREENS] Surface
« Reply #308 on: December 14, 2010, 02:46:54 am »
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Attached is another piece of concept art :P
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Re: [SCREENS] Surface
« Reply #309 on: December 14, 2010, 10:20:58 am »
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Looking badass meng.
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  • Pyxosoft

Mamoruanime

@Mamoruanime
Re: [SCREENS] Surface
« Reply #310 on: March 08, 2011, 09:42:55 am »
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Back in development during my "off-time" (so to speak). Mainly working on tilesets, new maps, new player and enemy sprites, as well as some planned out design changes. Really refining how everything should play, and (again) coding an engine from the ground up. I'm using Tiled now for map design, and it's working out really well so far since it gives me an insane amount of flexibility with the XML. Also, speaking of XML, I've written a more flexible image system allowing me to load sprites, animation data, and other important graphical stuff from an XML file. That coupled with even *more* XML defining an object's properties makes things a lot easier, and portable. Game's starting to go more in the Blaster Master direction; less weapons from bosses and more "upgrades" from bosses. Flow is starting to change, etc.

Anyway; yay progress :P Project's almost a year and a half old now.
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Re: [SCREENS] Surface
« Reply #311 on: March 12, 2011, 12:21:52 am »
  • AKA "Micah DS"
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Mammy! So glad to see that Surface is still in the works! :3 I went back through the topic and looked at how much has happened with this project since I've been gone and it looks like things are shaping up. I'm really liking the new directions. I can tell that this project has been getting revised A LOT, which just makes me more excited for the day it's complete, because I know it'll be a masterpiece.

Definitely cool stuff, looking forward to more.
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  • My Music
Re: [SCREENS] Surface
« Reply #312 on: March 20, 2011, 05:34:39 pm »
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Glad you're still going at it. The wrath of this sexy game needs to be released upon the world!
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