Skip to main content

News

Recent Posts

1
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Update: Basic layout for level 5 is completed, now I have to design the individual rooms.

miniMap functional for levels 1 thru 5 & the 2 tombs.
2
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Took care of some real world stuff... Now, I'm going to try removing just the last line of the armos rss and see if

1. It really makes the sprite look that bad.
2. Removing that line still causes rendering issues.

Out of all the rss files I use, that is the only one that has encountered an error thus far.
3
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
I was curious about the speed. The function to activate the armos statues sets their speed based on color of the initial statue. I thought maybe it was the SetPersonSpeed because this particular group of statues are kind of fast. I checked with the other colors and the image does not render improperly. Maybe, just to see what happens, I'll drop the speed down a notch...

Edit: I just tried it again and the improper rendering does occur with the other statues as well.
4
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by DaVince -
@Rhuan I do that at the beginning of the game already. MapEngine("Start.rmp", 60);
This is akin to SetMapEngineFrameRate(); for everything else a separate frame limiter is used so calling SetFrameRate() at the start of your game (or whatever function does an internal loop with a FlipScreen) is still a good idea to limit the frames.

SetPersonSpeed() only changes the speed at which a person moves. If there's any rendering differences, that's a bug.
5
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Could SetPersonSpeed() affect the way a spriteset is drawn on the screen?

In both images at the top of the image is the foot from the bottom. In the first image the line looks reversed with the bottom of the staff/spear all the way to the left. Actually, they both look reversed.

I checked the actual rss file and the images are correct. Might this be caused by the speed?
6
Editor Development / Re: The Sphere Studio v1.2.1
Last post by Miscreant -
I've also noticed that there are no tile numbers (eg 0/10) or pixel(x,y) (like in 1.5) in the tile/map editor. Was this done purposely or perhaps an oversight?

For me, Tile numbers in particular are extremely useful with Get/SetTile().
7
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Any Zork fans?
8
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
@Fat Cerberus The InvScroll() does use a FlipScreen() but I have no SetFrameRate in it at all. Should I?

If at any place you're calling FlipScreen() in a loop, then you should have the primary framerate set.  It's enough just to call SetFrameRate(60); once, on startup.  No need to call it again unless you're changing the framerate.

Another benefit of setting a framerate is that (in miniSphere at least), leftover time that you didn't use for a frame won't steal CPU cycles from other programs which is more battery-friendly for laptops.
9
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
@Rhuan I do that at the beginning of the game already. MapEngine("Start.rmp", 60);

@Fat Cerberus The InvScroll() does use a FlipScreen() but I have no SetFrameRate in it at all. Should I?

I just went through several maps in game with the frames per second turned on . In some areas it remained between 56 & 65. Transitioning between the overworld and underworld or the overworld and entering a dungeon the frames per second jumped as high as the mid 700's.
10
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
If you run a sepearate FlipScreen loop for your menu, even in the map engine, you need to call SetFrameRate.  I assume that's what @Miscreant is doing since there's no way he could get 220fps otherwise (map engine framerate must be nonzero)