| |
Bamu® Account closed
Registered: May 2005 Posts: 1332 |
Games in demo-quality?
Does anybody know games in demo quality?
Shouldn't it possible to create simple puzzle games that reach the demo-level?
|
|
... 61 posts hidden. Click here to view all posts.... |
| |
Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Quoting Oswaldmultiplexed lemmings? nah, there can be easily more than 8 in a row.
You didn't get the idea obviously? Figuring out densest lemming crowds, grouping them, placing sprites there and writing data into sprites on the fly ;) Hence dynamic placed sprites are only matrix for lemmings' bobs ;)
ah, that sounds neat, with clever level design the sprite layout could be even fixed. |
| |
Jammer
Registered: Nov 2002 Posts: 1335 |
Sure, in many cases layout could be fixed, but given destructible nature of levels, it's safer to manipulate x-pos, I assume (but all those mappings, euw...) :) |
| |
Mixer
Registered: Apr 2008 Posts: 447 |
Some c-64 game makers have done impressive job in cramming a lot of content into a small space. For instance Elite had all this generated content. Then there were all these games with smooth animations that are in memory in some compressed form while one frame is being drawn. Not necessarily VIC hacking, but certainly the coders attitude has been to overcome platform limitations as with demos. |
| |
ChristopherJam
Registered: Aug 2004 Posts: 1408 |
Quoting Jammer Figuring out densest lemming crowds, grouping them, placing sprites there and writing data into sprites on the fly ;) Hence dynamic placed sprites are only matrix for lemmings' bobs ;)
Ah, nice. I missed that too.
I do think Oswald is right in that once you're relying on level design to ensure you can always manage sprite coverage, it should then be possible to precompute the sprite positions - unless of course you're just using the level design to "discourage" flickering. |
| |
Digger
Registered: Mar 2005 Posts: 427 |
Unlimited Bobs Lemmings! |
| |
Jammer
Registered: Nov 2002 Posts: 1335 |
One drawback is that levels are most probably gonna end up bitmap based but VSP to the rescue again, right? xD |
| |
ChristopherJam
Registered: Aug 2004 Posts: 1408 |
Quoting JammerOne drawback is that levels are most probably gonna end up bitmap based but VSP to the rescue again, right? xD
Haha probably. Though, I guess you could plot into four charsets instead and scroll by updating the character indices.
I had a thought about the lemmings themselves earlier too - if there are too many on a given row to be covered by eight unexpanded sprites, you could always X-expand them, temporarily halving resolution. |
| |
Jammer
Registered: Nov 2002 Posts: 1335 |
Quoting ChristopherJamThough, I guess you could plot into four charsets instead and scroll by updating the character indices.
Would be cool but I assume every char has to be unique for destruction to work correctly ;) |
| |
chatGPZ
Registered: Dec 2001 Posts: 11357 |
this thread would get so many even better ideas on lemon =P |
| |
Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Quoting ChristopherJamThough, I guess you could plot into four charsets instead and scroll by updating the character indices.
Would be cool but I assume every char has to be unique for destruction to work correctly ;)
every char can be unique, only you simulate bitmap with 4 charsets, every char displayed once and only once. when you scroll you only have to move ~1000 byte.
6rows*40 bytes = 240 = 1 charset, 6*4 charset = 24 rows. |
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 - Next |