Totally agree...
you surely dont spot the "1 Frame missing".
But you play and you start to feel a kind of stuttering. Not much, but somethings wrong with the flow.
Like experiencing game on PC and looking at PS4/Xbox1 games afterwards
Search found 15 matches
- Thu Dec 06, 2018 3:36 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
- Wed Dec 05, 2018 8:08 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
Maybe the benchmark tutorial has some routines to check the load.
How else could it show a result?
How else could it show a result?
- Tue Dec 04, 2018 5:51 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
so i think theres no other choice than just moving on and see when the Genny starts to cry. For now it works flawless in 50hz and 60hz mode on real hardware. Anyway the checks are just made when really necessary, for example: Which tile are we? its a 94, 94 has a diagonal so lets check that. an excl...
- Mon Dec 03, 2018 9:47 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
Well, thats a statement! Is there a way to see how much load my routines throw up and how much cpu time is left until a "slowdown" happens? In xna/monogame you could measure times and guess what graphics part, gamelogic part etc. Consumes. But Mega Drive sadly has no clock :/ Btw my directional coll...
- Mon Dec 03, 2018 4:22 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
zelda game eh? high five me too...
hard to believe! mine is full of math :/
You can have a look into if you dont mind "very messy places"
https://drive.google.com/open?id=1jqxbX ... iTjQgLAF51
hard to believe! mine is full of math :/
You can have a look into if you dont mind "very messy places"
https://drive.google.com/open?id=1jqxbX ... iTjQgLAF51
- Sun Dec 02, 2018 9:18 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
Do you have a link for me? I started using math formula position = sign((Bx - Ax) * (Y - Ay) - (By - Ay) * (X - Ax)) (AxAy Start of the Line, BxBy End of the line, XY Point to check) to determinate a left (-1) or right (1) of the line. It works and im half on the way but i have a hard time, very fuz...
- Sun Dec 02, 2018 9:56 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
https://jonathanwhiting.com/tutorial/collision/
Another nice one collision handling tile vs sprite.
Anyone got s good one for diagonal checks?
XXXXX
X0XX
XXX
XX 1
X
Another nice one collision handling tile vs sprite.
Anyone got s good one for diagonal checks?
XXXXX
X0XX
XXX
XX 1
X
- Fri Nov 30, 2018 8:55 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
I know its a little bit off sgdk but i suggest you to look into monogame. Its c# and coming out of the discontinued Microsoft xna. It has a strong comunity, lots of samples, open source, games and stuff to study game mechanics, how concepts work etc
- Fri Nov 30, 2018 6:50 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1207951
Re: Do you need tutorials ?
Question is not how collision is done at all, it is how to port it to sgdk in a functional way. There is no pixelperfect Sprite A collides Sprite B function, instead you should look around for general tutorials. its all math and cleverness to find the right collision for your needs. Simple ways fitt...
- Mon Nov 26, 2018 5:30 pm
- Forum: SGDK
- Topic: Accessing the data from a tileset
- Replies: 5
- Views: 5707
Re: Accessing the data from a tileset
tiles_image.tiles[32/4 * num] Each tile is 32 bytes. The pointer is 32-bit, so divide by four. So it really works! Thx!!! My code is for (x = 0;x < 8; x++) { movtile_A[x] = tiles_image.tiles[8 * 80 + x]; } Can i access the tiles stored with VDP_Loadtiledata() too? Or is it a one way ticket?
- Mon Nov 26, 2018 9:44 am
- Forum: SGDK
- Topic: Accessing the data from a tileset
- Replies: 5
- Views: 5707
Re: Accessing the data from a tileset
Good to know!
i work most with photoshop or Pro Motion NG and
they dont have that feature/module/plugin.
Sometimes DIY works best and gives you most control =)
i work most with photoshop or Pro Motion NG and
they dont have that feature/module/plugin.
Sometimes DIY works best and gives you most control =)
- Sun Nov 25, 2018 9:15 pm
- Forum: SGDK
- Topic: Accessing the data from a tileset
- Replies: 5
- Views: 5707
Re: Accessing the data from a tileset
Thanks! I will try that tomorrow. In the meantime i made myself a Windows-Aplication to turn an indexed image to a set of values that can be directly in the code... Like to share it if someone is interested because i did not find any Programs with this feature. https://drive.google.com/open?id=1dW3_...
- Sun Nov 25, 2018 9:24 am
- Forum: SGDK
- Topic: Accessing the data from a tileset
- Replies: 5
- Views: 5707
Accessing the data from a tileset
i have set up a tile-scrolling effect to create some water effects like in Neutopia 2 and i didnt wanted to use scrolling or sprites for that. So i set up 2 Images: const u32 movtile[2][8] = {{ 0x81111111, 0x18111111, 0x11811111, 0x81181111, 0x81118118, 0x11111811, 0x11111181, 0x11111118 }, { 0x1111...
- Mon Nov 19, 2018 6:13 pm
- Forum: Megadrive/Genesis
- Topic: SGDK VDP_setTileMapXY / sample/sprite
- Replies: 3
- Views: 7277
Re: SGDK VDP_setTileMapXY / sample/sprite
The DRAWIMAGEEX already added the "ind"-value and so i set it twice for mistake, everythig is fine now...
the stuff you mentioned really sounds interesting! can i use this to add a textfile or something and feed it as a map?
the stuff you mentioned really sounds interesting! can i use this to add a textfile or something and feed it as a map?
- Mon Nov 19, 2018 7:14 am
- Forum: Megadrive/Genesis
- Topic: SGDK VDP_setTileMapXY / sample/sprite
- Replies: 3
- Views: 7277
SGDK VDP_setTileMapXY / sample/sprite
Hello there! I try to setup a tilemap engine. a kind of "splash screen" in "plan a" VDP_drawImageEx(PLAN_A, &bga_image, TILE_ATTR_FULL(PAL1, TRUE, FALSE, FALSE, ind), 0, 0, FALSE, TRUE); ind += logo2_image.tileset->numTile; filling tiles in "plan_b" for(z=0;z<38;z+=2) { for(i=0;i<22;i+=2) // when i ...