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- Path: horus.co.jyu.fi!daeron
- From: daeron@co.jyu.fi (Aki Laukkanen)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Amiga programmers in deep shit...
- Date: 7 Jan 1996 18:44:58 GMT
- Organization: I need to put my ORGANIZATION here.
- Distribution: world
- Message-ID: <4cp4ba$97l@mordred.cc.jyu.fi>
- References: <19960104.549D10.14D00@tbag.org> <4cjjbr$4im@maureen.teleport.com> <4cmvp3$mis@mordred.cc.jyu.fi> <4cnhfp$jjo@maureen.teleport.com>
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-
- Stephan Schaem (sschaem@teleport.com) wrote:
- : Aki Laukkanen (daeron@co.jyu.fi) wrote:
- : : Stephan Schaem (sschaem@teleport.com) wrote:
-
- : You have a 4500x200 8bit picture on a floppy. this picture is the background
- : for an horizontal scrolling map (Put what ever you want on top).
- : now, as you scroll the map, you can load it from floppy tiny bit at a
- : time... No need to have in in memory.
-
- But if you want to scroll more than 100 pixels/second your lowly "flopper"
- will be left like a sitting duck. Not to mention that a 4500x200x256 picture
- takes almost whole DD disk anyway. So your example is kind a unrealistic
- anyway, unless you have 20 or so disks for your levels.
-
- If you are really assured that you can't alter game (if it's a shooter,
- make armour shops or something on the way :) and it's totally unexceptable
- to have even a slightest pause in the game play, then it's all because
- of your bad design decisions and aim to make the game require a device
- from "the other side of the iron curtain".
-
- As an alternative:
- I'd suggest changing the engine to construct the level from bigger pieces.
- Who's going to draw a giant 4500x200 picture pixel by pixel anyway. They don't
- need to be 16x16 or so blocks (which make the game look blocky) if you don't
- want to.
-
- : you design for the cd32. BTW, cdrom game do something similar by playing
- : audio track via the drive. they dont preload the tracks , now that would be
- : 'bloddy stupid':)
-
- Uhm, you're talking about two completely different things.
-
- --
- Daeron
-