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I'm done - Player movement and some light / shadow - Ring buffer for rewinding the player position - 2.5D projection of the 2D art with a heightmap - Referenceable tile buffer for level editing using a custom asset packer - ASCII based level editor - Awful collision

14,655 görüntüleme • 1 yıl önce •via X (Twitter)

11 Yorum

ludwig profil fotoğrafı
ludwig1 yıl önce

wow

Page to Pixel Publishing profil fotoğrafı
Page to Pixel Publishing1 yıl önce

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

preem profil fotoğrafı
preem1 yıl önce

giz cooks waow

kits profil fotoğrafı
kits1 yıl önce

I'm gonna play heartbound after my exams

day profil fotoğrafı
day1 yıl önce

waow v nice sir

brycicle 🚲 profil fotoğrafı
brycicle 🚲1 yıl önce

is the idea like a topdown Braid style puzzle game?

carmen profil fotoğrafı
carmen1 yıl önce

this is awesome

o7 profil fotoğrafı
o71 yıl önce

This Soo cool man

CodeBreaker profil fotoğrafı
CodeBreaker1 yıl önce

giz keeps cookin 👨‍🍳

Scott profil fotoğrafı
Scott1 yıl önce

This project looks fun af.

pandadiestro profil fotoğrafı
pandadiestro1 yıl önce

holy shit the productivity

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YO ADRIAN! I DID IT! Update on my TMNT SNES port. This is the most extensive OAM overhaul I've ever done with a port, and I'm damn proud of myself! Lot of reverse engineering with the OG OAM engine, and I was finally able to incorporate a new method of writing to the buffer. This game does some heavy ADC/TAX for OAM buffer rotation to try to work around the sprite flicker. But that ADC/TAX rotation was complicating things for me when I was trying to incorporate a 16-bit index engine. What is also tricky, is that this game uses 8x16 sprites, and what is special on the NES, its hardware creates the bottom 8x8 sprite tile, without the need of the OAM to have it present. You can't do that on the SNES, you have to create that 2nd 8x8 sprite tile within code. The reason this is such a big deal, is before with 8x16 titles i've worked on, I would first simply copy the games original oam buffer to my snes buffer, but that addded alot of extra cpu time, this is present in my Legend of Zelda SNES port. Later ports I've done, I don't do that anymore, I modify the games original storage of OAM values, and send them directly to my custom snes OAM buffer, eliminating extra cpu cycles. So what's the big deal? My method of doing 8x16 sprites, is using my first 256 byte oam buffer for the top 8x8 tile, and my second 256 byte oam buffer for the bottom 8x8 tile. The issue I was having, was errors with sprite priority when sprites overlap each other. I noticed this right away during the dam sequence where the turtles have to disarm the bombs. Here is a before and after my port. Now I can finally move on with the port! 🙂

infidelity

13,377 görüntüleme • 9 ay önce