Mail Archives: djgpp/1997/05/01/08:02:49
From: | Shawn Hargreaves <shawn AT talula DOT demon DOT co DOT uk>
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To: | djgpp AT delorie DOT com
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MMDF-Warning: | Parse error in original version of preceding line at punt-1.mail.demon.net
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Subject: | Re: Scrolling games...any sources?
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Date: | Thu, 1 May 1997 09:08:22 +0100
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MIME-Version: | 1.0
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Message-ID: | <862487038.0529945.0@[194.129.18.166]>
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Henri Ossi writes:
> I'm planning to do a game with scrolling scene.
> Is Allegro fast enough to write little (about 30x30) sprite files to the
> screen, so that the screen wont flicker? (in 320x200 mode)
Flicker shouldn't be a problem if you code it right: if you use double
bufferring or somesuch technique to hide the intermediate stages of your
drawing, it will just run more jerkily on slower machines. As to whether
Allegro is fast enough, that obviously depends on your machine. I've seen
plenty of tiled games running at full framerates on my p133: they go a bit
slower on my 486 dx33, but are still quite playable in 320x200 mode.
btw. do you really mean 30x30 sprites? Are you sure you wouldn't prefer
32x32? :-) Using powers of two can help a lot in terms of keeping things
nicely aligned, and allowing all your multiplies to be optimised down to
shifts...
> Is there any easy examples about tile graphics?
> (with smooth scrolling, no moving tile-by-tile, please)
There are several on my webpage
(http://www.talula.demon.co.uk/allegro/links.html). In particular check out
ALEX and Maniac Mazes.
--
Shawn Hargreaves - shawn AT talula DOT demon DOT co DOT uk - http://www.talula.demon.co.uk
"Beauty is a French phonetic corruption of a short cloth neck ornament"
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