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Post by nemezes on Jun 27, 2018 15:17:30 GMT -5
really nice example..
when you test the game on real hardware (real mega drive), maybe you will get a glitch.
I suppose it is because of this code below.
WINDOWPROP LEFT,UP,8,0
setgfxplane window the glitch is a problem on the background. I got this problem.
one way to solve it, is not using the window plane, instead draw a bar on the left using scroll_A then draw the background using scroll_B.
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Post by turrican1024 on Jun 27, 2018 20:12:29 GMT -5
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Post by turrican1024 on Jun 27, 2018 22:34:03 GMT -5
UPDATED SINCE LAST POST... Glitches fixed and a whole new revamp.
OK FINALLY !!!!
ENJOY....
A working platformer template.
Copy all these files into a same folder.
Attachments:PLATFORMER.bex (23.87 KB)
tiledatamount.bin (4.93 KB)
mountmap.bin (2.34 KB)
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Post by turrican1024 on Jun 27, 2018 22:36:00 GMT -5
And heres a binary to show it working... Attachments:PLATFORMER.bin (28.83 KB)
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Post by nemezes on Jun 28, 2018 6:48:50 GMT -5
And heres a binary to show it working... wow! really nice platformer example.
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Post by turrican1024 on Jun 28, 2018 11:07:50 GMT -5
Thankyou, It no longer loads half of a map when scrolling. It now only reads tiles when needed by scroling left and right.
I've been playing with sprites/animation and have achieved this so far. Ive used a Dizzy sprite sheet to test it.
Heres a BIN file to try on an emulator.
Attachments:PLATFORMERbigsprite.bin (30.69 KB)
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Post by turrican1024 on Jul 3, 2018 12:26:40 GMT -5
Ive been working on this.
Mainly the graphics rendering. I still need to do bullets firing. Using the example I posted above. Now with animation.
All graphics my own work. Highly recommend deluxe paint (Dos) and bmp2tiles (Dos version). They are the tools I used to make the tiles. (Put the saved bintiles in a list in Basiegaxorz). I used Tiled to create the map and exported as *.CSV Use sega genesis tile designer to check and export palette data / change the pallete if necesery.If using deluxe paint, save an IFF convert it to a bitmap with photoshop. Make sure you have exactly 16 colours.
When using bmp2tiles(Dos), save each tile in this order:
Tle 1 Tile2 Tile3............ etc....ctc
1,2 5,6 9,10
3,4 7,8 11,12
For each Background (PlaneA) tile.
Example BEX Animation code for you to implement here:
NOTE: Use sega genesis tile designer for sprites only and bmp2tile for background tiles.
Attachments:mdgame.bin (43.62 KB)
myanim2.bex (17.54 KB)
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 5, 2018 15:21:24 GMT -5
Remember, WINDOW overwrites anything on SCROLL_A, and lets pixels show through from SCROLL_B if there's transparent pixels on the WINDOW plane.
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Post by turrican1024 on Jul 6, 2018 7:56:53 GMT -5
Thankyou for the information. I am no longer using the window command in these examples.
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