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Stairs and Zelda Scrolling

Posted by theloon, 14 October 2010 · 101 views

Solved my problems generating mix-and-match rooms. Trouble was indeed with temp vars not getting changed properly. Had to waste a real variable for calculations but things work okay now. Which means:

16 basic room types (not including rare rooms)

8 room structure styles

16 x 8 = 128 Unique Rooms

256 level dungeon consisting of 256 x 256 screens per level.

All in all, my Adventure/Roguelike should have 1,677,7216 screens per gaming session. Each time the game is powered on a game seed is used so really 256 1,677,7216 screen dungeons are possible. You do the math: I'm tired :)

Experimented with Zelda style screen sliding effect. Thought I was smart by setting screen vars for blanking scrolled sections instead of pfpixel or pfline commands. My tiny brain suspects that pfpixel commands are actually huge macros that eat up space. I dunno, always seems like they eat my banks for breakfast, lunch and dinner.

The scrolling effect is okay but I realised people will be changing screens VERY often so it might get annoying. Wasted a lunch break on that experiment BUT at least I know now!

The stairs are in place but I have yet to program in the actual warp to a dungeon level up or down. Since the player is using the ball I can allocate 1 sprite for objects and 1 sprite for the enemy.




May 2012

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