Search found 81 matches

by themrcul
Tue Jun 20, 2017 8:35 am
Forum: SGDK
Topic: Compression and SGDK
Replies: 10
Views: 1439

Re: Compression and SGDK

Great, thanks Stef, I'll try that out.
by themrcul
Mon Jun 19, 2017 10:16 pm
Forum: SGDK
Topic: Compression and SGDK
Replies: 10
Views: 1439

Re: Compression and SGDK

Hi Stef, Thanks for your reply and sorry for creating confusion, I am using a custom build process, which is calling rescomp from a c# level editor I am making. However since I didn't set the starting directory for the rescomp command window process, it was starting in C:\Windows\System32 and theref...
by themrcul
Mon Jun 19, 2017 10:08 pm
Forum: SGDK
Topic: Hellop Everyone!
Replies: 3
Views: 686

Re: Hellop Everyone!

Yeah, I'm excited about that too - people retiring and spending time making the best games they can for vintage consoles. Kinda like the vintage motorcycle crowd.
by themrcul
Sat Jun 17, 2017 11:38 pm
Forum: SGDK
Topic: Compression and SGDK
Replies: 10
Views: 1439

Re: Compression and SGDK

Ok testing manually, rescomp says it can't find jarfile lz4w.jar. It exists in the SGDK\BIN directory, but I was calling it from another directory. When I called rescomp from the bin directory, it compressed successfully. So, no compression = 40kb .s file Slow = 20kb .s file Fast = 29kb .s file. The...
by themrcul
Sat Jun 17, 2017 11:11 pm
Forum: SGDK
Topic: Compression and SGDK
Replies: 10
Views: 1439

Re: Compression and SGDK

Hi guys, thanks for your help so far. Hmmmm I should have Java installed. Is there a particular command it is using that I can test to see if my system is configured correctly? Or is it just Java.exe? Does it need to be 32bit Java vs 64bit? With the tileset, it is 264 tiles. So 264 x 32 bytes is 844...
by themrcul
Sat Jun 17, 2017 12:06 pm
Forum: SGDK
Topic: Compression and SGDK
Replies: 10
Views: 1439

Compression and SGDK

Hi Stef and others, I am trying to get compression to work with my engine. When I don't use compression with rescomp, everything builds fine. However, there are two separate problems with compression when I try to use it. Firstly, when I use the option for fast compression (2 / FAST / LZ4W), rescomp...
by themrcul
Tue Jun 13, 2017 12:29 am
Forum: Collaboration
Topic: dragonbox.de cartridge production service
Replies: 6
Views: 5628

Re: dragonbox.de cartridge production service

Hi Notaz,
Thanks for this!
My game is still a while away, but if I do finish it I am interested in publishing it.

With the custom cart you are developing, I assume it will have save capability in it? And what is the largest ROM size you are targeting? (hopefully 4MB will be enough for this project).
by themrcul
Tue Jun 13, 2017 12:26 am
Forum: SGDK
Topic: GCC version VS performance
Replies: 27
Views: 3689

Re: GCC version VS performance

This is all exciting news, thanks all for your efforts in getting this going!
by themrcul
Fri Jun 02, 2017 2:51 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 2101

Re: A question about calculating visibilty

Hi Stef,
Thanks for your kind words.
Even if it is just as performant as the built in one it was a very useful exercise for me to write my own engine, and gives me more knowledge of how the system works.
Hopefully it will be more efficient for the exact games I am hoping to make too. :)
by themrcul
Thu Jun 01, 2017 1:47 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 2101

Re: A question about calculating visibilty

Hi all, Thanks for all of your helpful advice. I'm really enjoying writing this system, as frustrating as problems can be at times! Last night after work I think it's finally at 90% working stage! There was a problem where a moving sprite didn't come on screen until a bit too late, so it popped in s...
by themrcul
Tue May 30, 2017 12:18 am
Forum: Demos
Topic: 바리잣 by Limp Ninja
Replies: 1
Views: 1109

Re: 바리잣 by Limp Ninja

Hi Morden,
The pronounciation for the Korean word is Bah-ri-jaht :)
by themrcul
Sun May 07, 2017 12:26 pm
Forum: Demos
Topic: Papi Commando Tennis - SgdK
Replies: 2
Views: 1319

Re: Papi Commando Tennis - SgdK

Hi Vetea, Congratulations on getting as far as you have. I watched the video and was genuinely impressed with how good the game looks and runs! I am also working on a SGDK project, and it will have sports in it as well, (although I don't know about tennis at this point - perhaps? Maybe other sports)...
by themrcul
Tue May 02, 2017 9:57 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 2101

Re: A question about calculating visibilty

Ah ok, thanks Stef for that info. It's great to know it has better performance now!

I really do like your implementation and it's flexibility.
But it's also fun to design my own, and hopefully it will be more specific to the needs of this project too.
by themrcul
Mon May 01, 2017 2:59 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 2101

Re: A question about calculating visibilty

Interesting, perhaps I am underestimating the power of Blast Processing! I heard that SGDK's internal SpriteEngine had performance issues dealing with more than 5 or 6 multi-sprites on the screen at once so I was approaching the writing of my Sprite Engine extremely carefully. It's still good to be ...
by themrcul
Sun Apr 30, 2017 11:50 pm
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 2101

Re: A question about calculating visibilty

Thanks DJ, With your Goplanes implementation, you mention you only update the objects that are close to the player. How are you determining when to update them? * Are you checking each frame whether they are visible and therefore whether they need to be updated? * Are you checking only if the camera...