1024 Sprites

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1024 Sprites

Postby Buck_7 » December 31st, 2014, 3:34 am

That's the maximum number of sprites you may load with the lib I'm working on.
I started this a while back when Foxi4 made that 3D Sprites example then after studying how Foxi4 made his Nitro Sprites Loading lib I imitated the process for loading 3D Sprites.

I'll release the lib and examples to go with it soon.

I don't know why I'm unable to render the frames correctly in the program...
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Re: 1024 Sprites

Postby Nobody » December 31st, 2014, 6:46 am

Darn Buck, you win yet again! Good work though!
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Re: 1024 Sprites

Postby Buck_7 » December 31st, 2014, 7:57 pm

haha thanks. The draw back with using this is the loss of using layer 0 but the other layers are free to use. In addition to the 3D Sprites, you may also load normal sprites on the opposite screen. But in return you gain many more sprites all of which are capable of being rotated, alpha transparency, and zooming largerr than the screen.
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Re: 1024 Sprites

Postby Nobody » December 31st, 2014, 11:45 pm

There are some limitations but I'm sure with some more work we can figure something out that's a better compromise or something
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Re: 1024 Sprites

Postby Buck_7 » January 1st, 2015, 1:14 am

I've just remembered, there are functions to change the background priority so you could probably initialize text, set backgrounds and 3D sprites onto a different layer. I'll have to try it out.

[EDIT]: YYEEESS! I was able to set the 3D Sprite layer beneath layer 0 while having a transparent background over the 3D layer.
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Re: 1024 Sprites

Postby Nobody » January 1st, 2015, 3:23 am

I new you could do it! Have you been able to make progress on 3D games yet?
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Re: 1024 Sprites

Postby BLsquared » January 1st, 2015, 3:39 am

Wow. Back to competing as usual.
Technical Scoreboard:
Nobody 1 - Buck 1
Popularity Scoreboard:
Nobody 0 - Buck 2
Hopefully some really cool stuff can be made from this!
Spoiler: show
Especially since, according to my sources...well...
DSGM 5.12/5.2 may be all we have for a really long time.

It's be great if you guys can combine your efforts to create...
UNLIMITED SPRITES! (Well, with no more than 256 on screen or whatever your limit will be.)
You may call me BLsquared, Commodore, or TexasBatman. Preferably BLsquared.
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Re: 1024 Sprites

Postby Nobody » January 1st, 2015, 3:46 am

BLsquared wrote:Wow. Back to competing as usual.
Technical Scoreboard:
Nobody 1 - Buck 1
Popularity Scoreboard:
Nobody 0 - Buck 2
Hopefully some really cool stuff can be made from this!
Spoiler: show
Especially since, according to my sources...well...
DSGM 5.12/5.2 may be all we have for a really long time.

It's be great if you guys can combine your efforts to create...
UNLIMITED SPRITES! (Well, with no more than 256 on screen or whatever your limit will be.)

Aw, I have zero no popularity. Lol

Just a quick question buck, does the 3D sprite system still glitch very badly when deleting and creating objects on top of overlapping sprites?
Feel free to ask me for help. I'm on the forum a lot.

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Re: 1024 Sprites

Postby Buck_7 » January 1st, 2015, 6:58 am

Nobody wrote:I new you could do it! Have you been able to make progress on 3D games yet?

ah I haven't touched DSGM or 3D in a while. It's only recently that I got back to programming. I did take another glance at the code though. I'll probably just make a simple game out of it. Nothing big else I'll never finish.

BLsquared wrote:Wow. Back to competing as usual.
Technical Scoreboard:
Nobody 1 - Buck 1
Popularity Scoreboard:
Nobody 0 - Buck 2

eh I don't think being a competitive rival to Nobody was a usual thing lol
Who said Nobody wasn't popular!? Especially since he's practically one of the few who post on this forum not to mention the massive number of download counts his games get ;)
BLsquared wrote:Hopefully some really cool stuff can be made from this!
Spoiler: show
Especially since, according to my sources...well...
DSGM 5.12/5.2 may be all we have for a really long time.

It's be great if you guys can combine your efforts to create...
UNLIMITED SPRITES! (Well, with no more than 256 on screen or whatever your limit will be.)


Personally I think 1024 sprites is a huge number compared to 128(Should be more than enough). You'll just have to use what you have.

Nobody wrote:Just a quick question buck, does the 3D sprite system still glitch very badly when deleting and creating objects on top of overlapping sprites?

Well it doesn't seem to, though right now I'm having some trouble getting the sprites display their correct frames they end up glitching. It could be because PAlib only allows 256 palettes for the 3D sprites...which is unfortunate since that would mean you'd only be able to load 256 different/separate palettes even though the total count of sprites is 1024. IDK, there doesn't seem to be anything wrong with the code I'll have to test it out some more...

BTW Happy New Year guys!!
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Re: 1024 Sprites

Postby Nobody » January 1st, 2015, 9:48 am

I agree with buck. We weren't necessarily rivals, but together the two of us made up most of the activity on the forum as far as game making and helping others make their games went. Heck, half the time I find buck beating me to helping someone! I also agree that my games had significantly more downloads than anyone else. Here are just some numbers I found because I grew curious myself. List in order of increasing downloads and the most downloaded version of the game:

Retro Ducks: 165
The Living Dead 2 (v1.2): 200
The Living Dead (v1.3): 405
Crafters (V1.3): 564
Angry Birds (v1.0): 1243
Mario Craft (v1.3): 1249

And Blsquared thought buck was more popular? :P jk, lol

I'm really surprised me and buck haven't collaborated on anything yet. I'm sure if we put our two head together, we could do great things!
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Re: 1024 Sprites

Postby BLsquared » January 1st, 2015, 5:00 pm

AH well, probably messed up that scoreboard. There are many projects I did not accound for, anyways.
Yeah, a collaboration would be petty cool. I would request to take part, but similar to Buck, I haven't touched DSGM in awhile. And it would not have to be too big; remember Delusions of the Public?
Hmmm...
Also, while we are comparing numbers:
My Space Invaders: 2200+
...
That's about it. :grin:
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Re: 1024 Sprites

Postby Nobody » January 1st, 2015, 8:24 pm

BLsquared wrote:Also, while we are comparing numbers:
My Space Invaders: 2200+
...
That's about it. :grin:

BLsquared: 1, Buck: 1, Nobody: 0 :lol:
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Re: 1024 Sprites

Postby Buck_7 » January 2nd, 2015, 1:02 am

That's because half of the time when I get bored I end up helping people :P
Cool, I'd love to collaborate on something

BLsquared wrote:AH well, probably messed up that scoreboard. There are many projects I did not accound for, anyways.
Yeah, a collaboration would be petty cool. I would request to take part, but similar to Buck, I haven't touched DSGM in awhile. And it would not have to be too big; remember Delusions of the Public?
Hmmm...
Also, while we are comparing numbers:
My Space Invaders: 2200+
...
That's about it. :grin:


Yeah I still remember that project we're supposed to have done.The story had not been finished by memefefe. I think it'll be hard to complete especially when we were aiming for a decent script. (I wish I could write lol).

Anyways, I was testing 16c sprites trying to get them to load and here's what I ended up with. Still don't understand everything you need to know about 16c Bgs so I probably won't be using this in the future.

Well, back to 3D sprites now!
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Re: 1024 Sprites

Postby BLsquared » January 2nd, 2015, 5:52 pm

Interesting. Well, if we were to work on something, how about start with something arcade-ish. Maybe a Rougelike? Where every different playthrough is provcedurely generated...hmmm...
I'm more of an action guy, though. Maybe something similar to Hero Core? SImple, big, with lots of action. and we could implement procedural generation if we really wanted to.
My spriting skills have marginally improved, to where I can do 16x16 sprites alright. That'd be a good size for the DS anyways. I can do bigger if I am editing a template or an existing sprtie, though.
You may call me BLsquared, Commodore, or TexasBatman. Preferably BLsquared.
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Re: 1024 Sprites

Postby Buck_7 » January 5th, 2015, 2:26 am

I have a few ideas to share too though I'd like to hear what Nobody thinks. Well, this should be saved for another discussion/topic or pm. By the way, I was brainstorming on DoTP and even made a new logo for it a while back: http://www.mediafire.com/view/526nn4a24ynt8b9/Title%204.png#

So far I've corrected/improved code in the lib but now I'm facing the problem with some sprites not displaying at all. Something about deletion is the problem but I haven't found the reason why this happens...I might need some help.
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Re: 1024 Sprites

Postby Nobody » January 5th, 2015, 6:41 am

Buck_7 wrote:I have a few ideas to share too though I'd like to hear what Nobody thinks. Well, this should be saved for another discussion/topic or pm. By the way, I was brainstorming on DoTP and even made a new logo for it a while back: http://www.mediafire.com/view/526nn4a24ynt8b9/Title%204.png#

could we create another topic or pm? I was never part of mefee's squad so ever time you guys talked about this project I am clueless. The title sounds interesting and I'm all about seeing things down in DSGM that haven't been done before!

Buck_7 wrote:So far I've corrected/improved code in the lib but now I'm facing the problem with some sprites not displaying at all. Something about deletion is the problem but I haven't found the reason why this happens...I might need some help.

If I could help I would, but I don't feel like I would be of any use sadly...
Feel free to ask me for help. I'm on the forum a lot.

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Re: 1024 Sprites

Postby Buck_7 » January 6th, 2015, 12:54 am

Nobody wrote:could we create another topic or pm? I was never part of mefee's squad so ever time you guys talked about this project I am clueless. The title sounds interesting and I'm all about seeing things down in DSGM that haven't been done before!

Sure I'll get to you about that later

Nobody wrote:If I could help I would, but I don't feel like I would be of any use sadly...

Don't worry about it. Helping me would require knowledge of how the palettes and textures are handled ugh it gets complicated. It would have been so much easier if DSGM allows you to import files to the data folder in stead of making functions to load via NitroFS. I think I found the problem when I was reading though the lib PAlib uses for 3D Sprites. I hope I'm getting close.
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Re: 1024 Sprites

Postby BLsquared » January 9th, 2015, 10:58 pm

Yoshi's good with low level stuff. He's been working on other things, though.
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Re: 1024 Sprites

Postby Buck_7 » January 10th, 2015, 3:02 am

Yoshi seems fairly pro. I'm sure he could do a better job than I. Well, I still couldn't figure out the problem. Time for plan B ;)
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Re: 1024 Sprites

Postby BLsquared » January 10th, 2015, 6:46 pm

Uh oh. What's plan B?
You may call me BLsquared, Commodore, or TexasBatman. Preferably BLsquared.
My avatar was made by this guy: http://christianmanga.com/smf/index.php ... bum;in=374

"Every puzzle has an answer." - Professor Layton
"In war, there is indeed no substitute for victory." - Douglas MacArthur
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"It's High Noon!" - McCree
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