Zooov 4:05


Dzz posted on May 28 2006 at 02:02 AM said:
A couple more screenshots:

shot4.jpg


shot5.jpg


Cool, the background looks like one of those old plasma demos from the Amiga. I like your Amiga hacker demo style in your stuff. Can't wait to see what you come up with next. Something with vector BOBs in it or sinus scrolls? Great, thanks again.
 
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trooper posted on May 28 2006 at 10:22 AM said:
Looks a bit/lot like

This

And

This

Trooper
Hmm, in that they all have round things and non-round things in them, I suppose. That's the only similarity I can figure out.
 
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PSyMastR posted on May 28 2006 at 11:56 AM said:
So, what's the current status of the game?
Have to code high score table. I have a few performance issues to solve. But the biggest item is the ball patterns. Should be done in a couple weeks.
 
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If you don't mind me asking Dzz, what are you usin to write this? SDL and SDL_gfx, and is the stick rotated real-time or is it sprite based animation.

The reason I ask is that I hear SDL_gfx rotozoom's scale and rotate functions were quite poor on the 2X. If it works out that they aren't then I might look into using them myself. I do like the sound of a realtime rotating object instead of sprite animations to fake rotation. anyways, sounds really kool. Can't wait to play.
 
Paradox posted on May 28 2006 at 12:52 PM said:
i think it'd do best with 8bit retro music! like the kind you get with keygens and stuff. *cough* not that i use a lot of keygens...
lmao i know exactly what you mean... i mean... no i don't

*hums key gen theme*
 
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My experimentation with SDL_gfx has been less than positive. When I was able to maintain a capped-off 90 FPS in the Luminance engine for Stargazer, I enabled rotation of a ~64x48px object without antialiasing and it dropped to 45 FPS! Scaling worked a bit better, but only scaling DOWN. I maintained near-90 FPS when scaling from 0%-100% .. but when the object was scaled past 120% the framerate plummeted.

A lot of the slowdown likely stems from that only 16-bit surfaces can be used with the blitter, so my 16-bit surfaces are converted on the fly to 32-bit for SDL_gfx to use (all the rotoblitter functions will accept). Then scaled/rotated .. then re-converted to 16-bit .. then drawn by the blitter. Far too many steps. A modified version of SDL_gfx that accepts 16-bit surfaces would likely cause a dramatic speedup, but the operations are so floating point-heavy they'd probably still be very slow-- and even if rewritten into integer-only equivalents (likely difficult given the nature of the operations) they'd probably STILL be slow!

I only plan to use such effects in areas of the game where framerate isn't relevant, e.g. non-playable explosion scenes...
 
timbobsteve posted on May 29 2006 at 06:13 AM said:
If you don't mind me asking Dzz, what are you usin to write this? SDL and SDL_gfx, and is the stick rotated real-time or is it sprite based animation.

The reason I ask is that I hear SDL_gfx rotozoom's scale and rotate functions were quite poor on the 2X. If it works out that they aren't then I might look into using them myself. I do like the sound of a realtime rotating object instead of sprite animations to fake rotation. anyways, sounds really kool. Can't wait to play.
Not sure about Dzz, but in my Kuru Kuru Kururin game doing rotations in real-time causes a huge slowdown. So I create an array of 36 pre-rotated surfaces (they're still rotated by rotozoom, but before the main loop) and have those at 5-degree intervals (because my shape is symmetrical, I can use the first 180 degrees for the second 180 degrees). That way is quick but memory-consuming.
 
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What I'd love to see is a clone of Spin Doctor, a game similar to this but where you spin from point to point in a playfield, bouncing off walls, hitting switches and opening doors and solving other puzzles along the way.

Here it is on Home of the Underdogs. Awesome game.
http://www.the-underdogs.info/game.php?id=4452

i have Clockwerx ... it is pretty fun, and i was actually considering using some of the play mechanics in a new game...
 
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