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Posted Wed Apr 19, 2017 6:06 AM
Posted Wed Apr 19, 2017 6:36 AM
They look stationary to me.
Now these guys are moving...
40 non-flickering moving sprites!
That's really impressive, RevEng.
... At the risk of sounding stupid, con someone explain to me what double buffering means? Is it something that I've done in one of my games without knowing the term? I guess I don't quite understand how you keep a stable screen and speed while not working with the screen frame rate...
Also, how many 160A sprites are you able to get in a single zone there? It's a little difficult to count with them moving around so much It looks like quite a bit more than the 'norm'.
Edited by PacManPlus, Wed Apr 19, 2017 6:41 AM.
Posted Wed Apr 19, 2017 9:10 AM
Posted Wed Apr 19, 2017 12:30 PM
Posted Sun Apr 23, 2017 9:17 PM
I've been fiddling around to add double buffering and the splitscreen routine into graze. Mainly works although there's still work to do. One thing I did notice however is that when I use plotvalue commands to show bonus points between waves, they were blinking. Looking at my code they should be plotted properly ever frame, so wondering if this means the command isn't looking at the second DL list when it should be?
Posted Mon Apr 24, 2017 6:06 AM
Posted Mon Apr 24, 2017 5:55 PM
Posted Tue Apr 25, 2017 10:50 PM
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