so i blit each one 14 times? or flip the screen 14 times?
looks like progress..
..only thng is, not sure that a pause for the
explosions a good idea coz its slowing all else on
screen including player1.
Suggest U blit each frame of the explosion multiple
times.
The PSP Vblanks at about 70hz, so for a 5 frame explosion
lasting 1 sec, blit each frame for 14 screen
flips using the standard:
waitVblankStart() ; screen:flip()
Update all other sprites at normal rate
U'll need a Vblank counter and an explosion frame counter
hope this makes some kinda sense..
so i blit each one 14 times? or flip the screen 14 times?
this is getting tricky coz I still cant d/l
ur code from mediafire for some reason, but NEway
assuming a main loop like:
while true do
--read controls
--for i=1,numberOfSprites do
-- newSpritePosition(i)
-- if hitest(i) then drawExplosion(i) else drawSprite(i) end
--end
--waitVblankStart() screen:flip()
end
you get about 70 flips per sec.
in drawExplosion(), advance the explosion image
by one frame every 14 flips (using flip/frame counters)
to slow the explosion animation down by a
factor of 14
im lost....im sure your perfectley right and all im just lost...ill upload my code that im using this for to somet other than mediafire for you..
http://files-upload.com/369991/sides...erWIP.zip.html
plz just edit and reupload for me im totally lost and this bug is soo anoying me.
its probbly just my sloppy pseudo-code.
cant promise NEthng b4 I see ur script,but I'd like to have
a try at an edit..that link in ur post looks weird.Like
mediafire, it didnt d/l for me. Maybe my server-its been
up n' down like a yoyo on pcp recently. Can SUM1 post
the .zip as an attachment here plz..?
ill try attaching it myself....
worked..woot now i cant post releases properly to musta been somet up with my conection b4, anyways there it is dangee
I think there was a gamestate thing on evilmana
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k,got it..think i can help out (those are weerd
bullets..) First off, am adding a quit control and life
counter -1 for +1 after a hit..
*EDIT*now know Y my pseudo-code didnt make sense - thought it was NMEs Xploding , not player1!
(ignore that thng about the life counter,it was only to stop game over at 0)
should have a working first edit posted soonish..
*EDIT*..here it is, had to change the structures a bit.the pause logics near the top of the main loop.
thanks a lot dangee, i will credit you if i ever get this thing into as full game. i may re interprit if you dont mind. but i see what you mean with it thanks a lot.
edit: Ive added the same sort of thing you wer doing into my original code, so as i can understand it better. thanks for showing me how to do it though.
well,thanx for persevering despite all the Gremlinz.
feels good, happy to have helped, & looking forward to playing version 1.0.
on the SFX : np354 used these WAV settings for SMM -
8 bit PCM Mono..
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