Plash wrote:
Nate the Great wrote:
boomboom wrote:
Nice one. Nice and speedy on both drivers this time.
It was probably the physics settings on the last few that made it seem so slow.
The Lunar Buggy game should move quite fast, and does on my low spec. machine. It may be because I used a lot of primative drawing in that one, whereas this one is all images. It was probably the physics settings on the last few that made it seem so slow.
Nate the Great wrote:
good job on this one too... wow it takes me forever to think of a game and how its gunna work.. and it takes even longer to program one. I dont see how you do it.
I generally skip the think of an idea stage. I just sit down and start coding. I've always done it that way. I see it kind of like an artist sketching, you don't get a finished piece, but the experience is invaluable, and you can always go back to one of your 'sketches' and make the finished artical later. Consider these my coding sketchbook. 'Oddball's coding sketchbook', I like that.boomboom wrote:
What are you using for graphics? Just streight images draws or are you using a sprite engine?
PhysLite has a very powerful rigging system complete with full screen scale, scroll, and rotation. Most of the drawing can be handle by PhysLite or combined with direct drawing. In this demo it's all PhysLite I just alter the PhysicsDrawZoom for the different resolutions and all the rest of the code stays the same. I could probably extract the rigging system and make a dedicated sprite system with it, but for now it's PhysLite only.