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New Game Block Dude (Port)
#5
(02-09-2022, 01:17 AM)Ahchay Wrote: As KeiDash mentioned above - you need to move that call into the void main() immediately after the call to SysSetSystemFont()

It looks like you might have jumped in on my tutorial pages halfway through, I'll have a look at clearing up the page that talks about custom graphics - I don't claim them to be perfect, so always willing to make them better!

My github repo has source for most of my projects - Your Repositories (github.com)

Try looking at DDMR.NGP - that's a pretty basic implementation of a basic sprite system and movement.

@Ahchay, I used your tutorials as my starting point.

A couple of points of feedback for anyone starting out there now.

1. The theory explained about tiles/sprites is good.  However, the best image tool for use with NGPC is, without question, sodthor's CodeImage.  You don't have to fuss with any difficult custom image editors.  Just draw up something in a regular editor, save it as png (with transparency supported) and process it through CodeImage with the settings you need, and it will give you usable C arrays of the images, and it supports reducing the tiles needed in a tileset by using flipping and recognizing duplicates in the tileset.

However, I am having a hard time tracking down a public link for those.  @sodthor, are your ngpc tools public at this point?  I can't access your pdroms.de page anymore, and can't remember if that's where I originally found CodeImage.  I personally run a modified version of it that may not work for everyone else, but I can post it if @sodthor is ok with that.

Edit: I thought of another item to note about images. There are 2 approaches for animating sprites:
a: Load all frames of animation for a given sprite/tile into tile RAM, and reassign which tile the sprite uses. This has the drawback of taking up precious tile RAM that could be used for more tile variety in the level. The benefit may be that it's a pretty quick operation.
b: Load only one frame of animation for a given sprite/tile, and update that specific tile directly in tile RAM to the frame needed. The tile gets automatically redrawn when the tile RAM is edited with the new frame of animation. The drawback is it likely takes longer than above, but the benefit is that only the minimum number of tiles are taken up by your animated objects. I have find the performance to be acceptable and use this method. I use so many frames of animation that it would not be feasible to pre-load them. I would fill up the tile RAM used by frames for sprites before I ever loaded in tiles for the level.

2. Sound/music has a much better option now.  I have put some details and link in this thread: https://forum.freeplaytech.com/showthread.php?tid=5300
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Messages In This Thread
New Game Block Dude (Port) - by scomico - 02-06-2022, 01:53 PM
RE: New Game Block Dude (Port) - by Flavor - 02-08-2022, 05:18 AM
RE: New Game Block Dude (Port) - by KeiDash - 02-08-2022, 08:20 PM
RE: New Game Block Dude (Port) - by Ahchay - 02-09-2022, 01:17 AM
RE: New Game Block Dude (Port) - by winteriscoming - 02-09-2022, 06:43 AM
RE: New Game Block Dude (Port) - by Flavor - 02-09-2022, 09:04 AM
RE: New Game Block Dude (Port) - by Ahchay - 02-09-2022, 06:51 PM
RE: New Game Block Dude (Port) - by sodthor - 02-09-2022, 07:59 PM
RE: New Game Block Dude (Port) - by sodthor - 02-10-2022, 04:01 AM
RE: New Game Block Dude (Port) - by scomico - 01-19-2026, 01:38 PM
RE: New Game Block Dude (Port) - by sodthor - 01-22-2026, 09:33 PM
RE: New Game Block Dude (Port) - by Ahchay - 01-23-2026, 09:39 PM
RE: New Game Block Dude (Port) - by Ahchay - 02-04-2026, 02:58 AM
RE: New Game Block Dude (Port) - by Ahchay - 02-04-2026, 02:59 AM

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