Re: TIB: BFS Final game


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Re: TIB: BFS Final game




ETTamme1@aol.com wrote:
> 
>         hey guys ive finished developing an rpg engine that is matrix based for the
> level design, and i use two lists to store the wall edge variables. If you
> move the cursor, 0->x  0->y It repeats a loop where it adds one to each x and
> y then say while  new cursorx =x1 and new cursory =y1  then  if x=x1 and y=y1
> then store the old cursor var as the new cursor var so it dosent let you go
> through the wall, this repeats until it has gone through EVERY possible set of
> coordinates of the edge of the wall.  Now depending on the level setup, there
> can be as many as 150 different sets of coordinates to check before it ends
> the loop and continues the program!!, as you may have guessed, this is DEATHLY
> SLOW !!! I am stumped on how to make it faster,  I am tempted to make a side
> scrolling action game instead of an rpg because the only vars that you would
> have to store vor the level are the ground and a few enemies on each screen.
> If this is cool with you guys, let me know.  Otherwise i might be able to
> figure out how to make this thing go faster.  If you have any questions about
> the [rogram or are confused about the code, i will send it to you.  if you
> think you know how to speed it up A LOT, let me know.
>                         Eric Tamme

Yeah, that sounds good.  I don't know if it can be sped up or not. 
Hmmm...maybe I should reword that.  I don't know if _I_ can speed it up
or not.  Send me the code, would you?

Jody Snider
jody1@alaska.net


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