From
Yuri Potapov
→
To
All
17 August 2006
Hello Shadow Maker
oh well, people just asked for a screenshot and they gave it out - it’s not 2
zone :)
From
* Felix *
→
To
All
18 August 2006
Hello, captain cobalt
cap> On the contrary, this is an image from an unfinished working version.
cap> What is written in the note? What a game there will be. And that there will be scrolling.
cap>
cap> In the final version there is no this monster and the movement is screen-by-screen.
Cool, it turns out that initially Rafael Secco planned Exolon in the style
Stormlord (go forward, kill enemies, the screen scrolls), maybe the engine
then it was written for it, and then it was used in Stormlord. But
Why did you still choose the screen-by-screen option?
By the way, inside Exolona, all sprites (except for the hero) are made 8x8 pixels, which is clearly
convenient for scrolling level.
Who knows what, please answer?
From
Yuri Potapov
→
To
All
18 August 2006
Hello, *Felix*
Fel> Cool, it turns out that originally Rafael Secco planned Exolon
Fel> in Stormlord style (go forward, kill enemies, the screen scrolls),
Fel> maybe the engine was written for it back then, and then everything was used
Fel> is still in Stormlord. But why did you choose the screen-by-screen option?
Fel> By the way, inside Exolona all sprites (except for the hero) are made 8x8
Fel> pixels, which is clearly convenient for a scrolling level.
Fel> Who knows what, please answer?
Hardly...
8*8 are, after all, tiles... where each object consists of tiles... and screens
are specified according to the principle of object + coordinates. the option of “moving out” of the next one is possible
screen, but scrolling the screen would greatly slow down the game
By the way, 16*16 pixel tiles are much more convenient for scrolling
From
van Yu Shinn
→
To
All
18 August 2006
Hello RamTop
The following are displayed with pixel-by-pixel accuracy: enemies flying towards you, red balls,
pieces of explosion.
From
Alex Astafiev
→
To
All
14 September 2006
Hello Jerry
It's useless to guess based on how the graphics inside the game are organized. They do it like
horrible.
For starters, I propose to analyze (in the sense of discouraging
results) to a bunch of RType, Zynaps and at the same time Rex and so on.
and especially toys from Vortex :)
Low FPS in Savage-like toys (AMC is one of them) is explained by the fact that
that they organize a BackBuffer of 4 kb. And to send it using
LDI:LDI:LDI:LDI... takes time.
I think they didn’t think much about organizing graphics for the sake of speed. There were some
additional factors that we focused on. You never know... maybe
some of their editors saved in such formats... Or from the programmer
I still have the habit of loading graphics from his first toys on basic UDG graphics
:))
From
* Felix *
→
To
All
14 September 2006
Hello Raider
Rai> It is useless to guess based on how the graphics inside the game are organized.
Rai> They do it haphazardly.
Rai>
Rai> For starters, I propose to analyze (meaning for
Rai> discouraging results) to a heap of RType, Zynaps and at the same time
Rai> Rex and so on.
Rai> and especially toys from Vortex :)
Rai>
Rai> Low FPS in Savage-like toys (AMC is one of them)
Rai> is explained by the fact that they organize a BackBuffer of 4 kb. And on him
Rai> forwarding using LDI:LDI:LDI:LDI... takes time.
Rai>
Rai> I think they didn’t think much about organizing graphics for the sake of speed. Were
Rai> some additional factors that we were guided by. Little
Rai> maybe... maybe some of their editors saved them in such
Rai> formats... Or the programmer still has the habit of clogging up graphics with
Rai> his first toys on basic UDG graphics :))
You're wrong, speckies are not PCs, where optimization is the last thing they think about, it's just
That's not how Spec's programmers usually cut sprites.At the time when AMC and SAVAG were written, the procedures for ldi ldi ldi were the most
progressive technology :)