Author | Comment |
Barrett Administrator
Posted: 20 Apr 2002 11:51 GMT Total Posts: 1676 | hey Z and Yoshi, i need your 2 comps to test the newest zelda engine, i'm 99.9% sure i've got 90% universal speed on this thing: on this comp (1.8 GHz), i got 12.5 seconds, on my old comp (449 MHz) i got 14 seconds, which is plenty close... almost un-noticable speed difference, and of course we'll be able to alter the speed while playing the game so speed is definately not a problem. (on this comp, with absolutely no delay i got 4.5 seconds)... so go on AIM as soon as you read this, and i'll send you the zelda engine and you'll test it. k? i'm having a few problems with closing it after you X it out, but don't worry, it won't break your comp.
--- -Barrett A |
Barrett Administrator
Posted: 20 Apr 2002 12:04 GMT Total Posts: 1676 | aight phatness - i've fixed the closing of the program bug, i just had some extra lines of code that screwed it up, but it's fixed now... on my REALLY old computer (probably like 100 MHz), the max speed was 23.5 seconds, which is actually a pretty good game speed, i'm sure if i told the timer to go every 40 miliseconds, it would go the same speed on this computer as it would on that computer, so it's all good... just go on AIM when you read this so we can test it on a bunch of different computers.
--- -Barrett A |
Barrett Administrator
Posted: 23 Apr 2002 18:50 GMT Total Posts: 1676 | ok, i've made a walkable plane so link can't walk over non-walkable tiles (yoshi says there are some speed problems, i'll try to figure out what's wrong and fix that)... so if anyone wants a copy just ask.
--- -Barrett A |
zkostik Carrier
Posted: 23 Apr 2002 20:37 GMT Total Posts: 2486 | Cool. Can you make mask based collision detection? This kind of collision detection is very important in RPG's.
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Barrett Administrator
Posted: 23 Apr 2002 21:13 GMT Total Posts: 1676 | what do you mean mask based collision detection?
--- -Barrett A |
zkostik Carrier
Posted: 24 Apr 2002 20:33 GMT Total Posts: 2486 | well, I may not call it correctly. you might have noticed that in many RPG's sometimes a certain area of a tile is walkable and other isn't, despite it's the same tile. what i meant to say, is that collision isn't just a flag for a certain tile.
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Barrett Administrator
Posted: 24 Apr 2002 20:38 GMT Total Posts: 1676 | well, lucky for us, Zelda tiles are all quite square in their walkableness... 61-60
[Edited by Barrett on 24-Apr-02 23:39]
--- -Barrett A |
Barrett Administrator
Posted: 1 Jul 2002 11:05 GMT Total Posts: 1676 | i've finally achieved success in implementing a media timer in the zelda engine (for windows)... much more accurate and faster and doesn't hog all of your processor anymore
--- -Barrett A |