-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|499|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> AGAWFrame

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Posted : Thursday, 11 January 2018, 16:04
Jayenkai


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Posted : Friday, 12 January 2018, 13:39
Jayenkai


Today's "big task".. Buffer stuff.
Introducing : Draw Tile to Buffer.

No recolouring, no scaling, no rotation, no alpha (other than 0 = don't draw), no flipped tiles..
Nothing..

But.. I can draw about 100 tiles to a buffer per frame, and then draw that single tilemap/buffer as if it's any other sort of image.
I reckon that's enough for now.

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Posted : Monday, 15 January 2018, 13:37
Jayenkai


Instant improvements from the previous edition.

1. All the sprites are now 32x32, so everything *should* end up looking a little better... Although, as you can tell, little to no polish has yet been added.
2. The background, although not yet done, will be drawable on a single tilemap sheet, so that should run a little smoother.

.. And that's it, because there's no game coded or level generator or anything else. That's pretty much everything, right there!!

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Posted : Monday, 15 January 2018, 16:47
rychan
Yayy more flapadiddle!
Posted : Friday, 19 January 2018, 13:16
Jayenkai


I *think* that should work...!
Scrambling the test text of
I need to double check 1,2,3.. ! that this is outputting the same text!*!* that the ORIGNnaalilnanianal ver5!i()n is also Outbutputputting.!!-=-=[l;.,Quaaa!

Both appear to be outputting the same string.
I will, of course, need to double/triple check all of that, but it seems mostly workable...
*phew*

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