Re: Speed issue's with POINT (x,y)

2008-09-29 Thread Thomas Harte
I agree with Simon; I especially like the way the ball crushes itself
to go through short spaces.

On Sat, Sep 27, 2008 at 1:52 PM, Calvin Allett
<[EMAIL PROTECTED]> wrote:
> another vid
> http://www.youtube.com/watch?v=14m21hySxG8
>
> Older versions, one faster, one slower:-
>
> http://www.youtube.com/watch?v=U0ksam2anMI
> http://www.youtube.com/watch?v=L8s4yb8zMMQ
>
> Cal...
>
>
> Calvin Allett <[EMAIL PROTECTED]> wrote:
>
> Thanks Simon :) Of course it's for the 20Mhz SAM, so I really
> should have it running a lot faster, even in basic...
>
> Simon Cooke <[EMAIL PROTECTED]> wrote:
>
> That's looking pretty solid dude J
>
> Si
>
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of Calvin Allett
> Sent: Friday, September 26, 2008 1:29 PM
> To: sam-users@nvg.ntnu.no
> Subject: Re: Speed issue's with POINT (x,y)
>
> http://www.youtube.com/watch?v=2RenBQ5GD24
>
> That's nearly half the speed that the engine was just 4 weeks ago eek, hehe
>
> P.S. I put a video up on my YouTube page, but it hasn't gone live yet, will
> post when  it does !
>
>
>
>


Re: Speed issue's with POINT (x,y)

2008-09-29 Thread Calvin Allett
Thanks Thomas :) Well I'm pleased some people like the look of it so far, 
nearly ditched it when it started slowing down... I'm hoping it'll be my first 
decent game for SAM, hehe ... I spent a good 6 hours on it yesterday, managed 
to get rid of 3 of the point checks, without drastically changing how it 
trials, and with some other changes managed to speed it up about 30 - 40 % when 
your in the air (which is most of the time), so it's back to
the speed I wanted... Now to add in portals and a rope to finish off the 
'trialing' mechanics before enemies and anims... Probs be back to ask for help 
with the rope, ;)

I'd love to try and draw some rotated cogs for a level and watch them pick up
the ball and carry it between them, animated chains to working like conveyor 
belts... but not sure best way to draw them yet. Animated scenery has always 
been the main point of this game, and ahm still
stuck with static scenery :( (I did hoy in some earthquake code earlier though, 
like two lines of code, hehe)...

P.S. Now down to 5 main POINT checks per frame, so getting excited about
trying to knock 4 of those down to 1 check, and that should make a really fast 
engine for static levels, whereby loads of cpu time left for a few enemies... 
and polish the current engine for animated and/or rotating levels, whereby only 
one enemy will be possible probably, so will have to switch tiles occasionally 
to form hazards :)

Cal...

Thomas Harte <[EMAIL PROTECTED]> wrote: I agree with Simon; I especially like 
the way the ball crushes itself
to go through short spaces.

On Sat, Sep 27, 2008 at 1:52 PM, Calvin Allett
 wrote:
> another vid
> http://www.youtube.com/watch?v=14m21hySxG8
>
> Older versions, one faster, one slower:-
>
> http://www.youtube.com/watch?v=U0ksam2anMI
> http://www.youtube.com/watch?v=L8s4yb8zMMQ
>
> Cal...
>
>
> Calvin Allett  wrote:
>
> Thanks Simon :) Of course it's for the 20Mhz SAM, so I really
> should have it running a lot faster, even in basic...
>
> Simon Cooke  wrote:
>
> That's looking pretty solid dude J
>
> Si
>
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of Calvin Allett
> Sent: Friday, September 26, 2008 1:29 PM
> To: sam-users@nvg.ntnu.no
> Subject: Re: Speed issue's with POINT (x,y)
>
> http://www.youtube.com/watch?v=2RenBQ5GD24
>
> That's nearly half the speed that the engine was just 4 weeks ago eek, hehe
>
> P.S. I put a video up on my YouTube page, but it hasn't gone live yet, will
> post when  it does !
>
>
>
>