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Post by Deleted on Apr 17, 2015 18:52:18 GMT -5
What I did in one of my engines was did a propsprite with both sprites to swap which one was overlapping the other, and checked the y axis to see which one needed to be first (higher Y was first, lower Y was second). I believe I used +priority(1) and +priority(0) for the behind sprite, but it has been a while since I did that. That doesn't work. Quoted from the Sega Genesis VDP documentation. Yeah, it seems my code is only for tiles, not sprites, which means I have no clue how to do this in BEX *sighs* Fortunately I don't need it for the project I'm working on
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Post by vetea on Apr 17, 2015 19:36:22 GMT -5
With Bex, The Sprite Order is done with the creation of the sprite ( Sprite1 = Addsprite(x,x ), Sprite2 = Addsprite(X,x), etc ... ) With 2 sprites, like my exemple Papi & Mami, it's very easier to do that : But with more sprites, it's pretty awful !!
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Post by Deleted on Apr 17, 2015 21:52:46 GMT -5
thanks vetea! (not that it helps me right now, I'm drinking vodka! ) I'll use that to do some testing to get familiar with that, thanks
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Post by Deleted on Apr 18, 2015 15:19:25 GMT -5
Please examine the following example. It generates 8* sprites and fills a array containing the link-field values using the default order .. but then moves sprite 4 to appear on top.
*Actually, it generates 9 .. but that's because the first sprite is always on top ( which is a hardware restriction ).
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Post by vetea on Apr 18, 2015 15:26:15 GMT -5
Sorry but I don't understand your code ... It's difficult to understand the code of other and my english is so crap ...
So, I paste your code and test. Well ok, I see the order of the square and change the link( ) array value, change the order too. BUT ... What is SAT ?! Sprite Attribute Table ?! Right ?
'Upload link-field values for first 8 entries of SAT ( every frame ) pokeint &hC00004,&h8F08 'Set auto increment to 8 bytes ( SAT entry size ) pokelong &hC00004,&h6C020002 'Set VRAM write & address dataptr& = linkptr& for i=0 to 7 readint v pokeint &hC00000,v+&hF00 '0xF00 are width & height flags of sprite >.< next
?!
I'm probably too noob to understand this part of code. With this, you can change the order of X Sprite in real time in a loop ?! Consider my game with 15+ sprite gestion, Pathfinding, IA, Hitbox engine, etc ... And so ?! I have to change the declaration of my sprite table ?! What about the sprite in HUD ?!
Nevermind, I forget this Order solution for my game, I've juste use my simple algo for the 2 Players Mode. That's all.
Perhaps your solution is the best way ! Thanks for sharing !
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Post by vetea on Apr 18, 2015 17:56:26 GMT -5
Hi all,
The Zone "Zombies!!" bonus is practically ended! I have just done the IA of these monsters. They will attack all possible players within reach of their field of view. They will follow you and ... taste ! ^^
The challenge is not too high with a keyboard, on Megadrive with the PAD, that should be harder ! I certainly will upgrade the time of the zone because one does not see time to pass and one has fun to kill these dirty monsters! With two players, it is really Fun !
And to finish, here a video of more than two minutes showing you Gameplay of this famous zone which will expect you ... Soon !
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Post by vetea on Apr 21, 2015 15:27:59 GMT -5
Hi all,
Today, I work with a new Game Design for the higher Zone ( >= 4 ) Here a short video :
The units were improved on level IA: - From now on the soldiers will be able to have 1 or 2 points of life. - Officers between 2 and 4 points of life. - Generals between 4 and 6 points of life! - Displacements a little less foreseeable. The number of bullet of Papi was up: 55 bullets to start !
See you !
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Post by vetea on Apr 23, 2015 9:28:11 GMT -5
Hi all, Here is a Preview video on a RetroN5 console ! Enjoy !!
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Post by vetea on Apr 26, 2015 11:50:27 GMT -5
Hi all, Another RetroN5 with a Coop's players Mod : Enjoy !!
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Post by vetea on May 1, 2015 7:57:11 GMT -5
Hi all,
Here is a gameplay video with the latest version :
See you !
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Post by tiberiyltim on May 1, 2015 16:43:18 GMT -5
vetea, is cool! When release? Will be on cartridges?
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Post by vetea on May 1, 2015 17:43:15 GMT -5
Thanks ! When released, the will be on cartridge ! I dunno when I finish this game ... But soon, a demo will be shared ! See you !!
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Post by tiberiyltim on May 2, 2015 16:10:14 GMT -5
vetea, Your game - open source code?
I too make game... Coming soon.
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Post by vetea on May 2, 2015 18:56:18 GMT -5
Hi all, A little video with the last change :The gameplay became more tactical! Zones 1 - 6 were seen revised, the IA became more tough, the hitBox of the player's bullet fixed, etc.... The gameplay presents a challenge which will ask for quite a lot of skills and of cooperative for two players ! I don't share the source code for now. See you !
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Post by vetea on May 4, 2015 10:50:09 GMT -5
Hi all,
This evening, I work with the management and the interaction between water / sprite. As you can see in this video:
You can see: - The management of Sprites Water / Outside the water. - The management of the speed Water / Outside the water. - The animation of the water.
See you !!
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