why not just use DScraft
MeGustawhy not just use DScraft
:facepalm: Oh god, these are two entirely different games! The DS is much better at running 2D stuff, so I can say this project has much more potential, in terms of adding extra things, than a 3D game. Just play whatever you want, but don't post on project threads like this!
May I suggest to use a switch instead of using else ifs in sound.cpp?
would be a lot faster
edit: Would it be possible to add me as a commiter? so that when I find something not really good or not optimized I can send a correction on the svn, instead of using the bug report^^'
The latest version downloaded and builded y VERY FUNNIER! the survival mode is very good!
Will you create a background image,add particles and make bows?
The DS most certainly can handle particles; the only limitation really would come from the limited number of sprites you can draw at once. But even with just the 128 the 2D hardware gives you, if you only use sprites for stuff like the player and mobs (and I imagine items, eventually), you could easily dedicate a fair amount of sprites to particles. For that matter, the amount you allocate needn't even be fixed, just let mobs/items have priority over them when allocating sprites. The CPU cost of handling simple 2D particles in negligible, so that shouldn't be a problem.May I suggest to use a switch instead of using else ifs in sound.cpp?
would be a lot faster
edit: Would it be possible to add me as a commiter? so that when I find something not really good or not optimized I can send a correction on the svn, instead of using the bug report^^'
Added you Hope the mail is correct
The latest version downloaded and builded y VERY FUNNIER! the survival mode is very good!
Thank you for the feedback^^ Nice to hear thisWill you create a background image,add particles and make bows?
Huh... I dunno if the DS can handle particles But the rest will be added
The DS most certainly can handle particles; the only limitation really would come from the limited number of sprites you can draw at once. But even with just the 128 the 2D hardware gives you, if you only use sprites for stuff like the player and mobs (and I imagine items, eventually), you could easily dedicate a fair amount of sprites to particles. For that matter, the amount you allocate needn't even be fixed, just let mobs/items have priority over them when allocating sprites. The CPU cost of handling simple 2D particles in negligible, so that shouldn't be a problem.
And even if you do run out of sprites for whatever reason, you could always switch to using the 3D hardware. It's not as complicated as it might sound, and I'm pretty sure there are libraries dedicated to just that. (including one made by @relminator I believe)
I just tried your game on no$gba, and one thing that kind of bothers me from a technical standpoint is the fact that you're apparently using sprites for blocs (which might be part of the reason you're not too sure about particles). I'm not sure why you'd choose to use that instead of a simple and less wasteful tilemap (which just seems natural for this kind of thing), especially since you can scale and rotate tilemaps just as easily as sprites (as long as you select the right background type).
Of course you dont *have* to switch since what you've worked on so far seems to work well enough, I'm just curious as to why you'd do that. Also, I realize you didn't ask for my help, so feel free to ignore this post.
Strange, try to get to an older revision, sometimes coolas forgot to add some files to the svn ^^' rev212 working though some warningsPlease why not put the build in the source? because sometimes i can't build the game