I've got around to uploading the past week's updates to JSE.
-=-=-
The basic list is...
1. Overhauled tilemap, which has likely broken old games that use scaling in tilemaps.
I'll have to hunt through all my old code to see what's been impacted.
The optimisations, though, allow for much faster tilemap rendering, as well as allowing up to 5 layers worth of data.
2. Data/Read functionality, nice and simple. Mmmm, Data.
3. BG Buffer size option, in case you need extra space on the buffer.
4. Music Frequencies, just a minor function with likely no purpose if I'm honest, but I figured I'd add it in anyway.
5. And the Mode 7 stuff that's had a couple of extra commands added.
There's a nice big waffle about the new stuff over on SoCoder, along with a bunch of examples.
Most of the new features have been written-up in the help file, though the very recent (I finished them off about 4pm yesterday!) "Layers of Tilemap" haven't been added to the command list yet.
[verse]
It's time for version 3 g j d
I've updated all that it needs to be.
Little tweaks like the new music commands,
And a mode seven thing for making the land.
[pre-chorus]
There's data in there and a read command, too.
A better tile map you can shove it all through,
And the B G Buffer can be really quite big,
So that you can draw the tiles straight onto it.
[chanting]
(Three, G, J, D!)
[chorus]
It's a Big big, bigger, big, B G Buffer,
Look around in Mode Seven, at the B G Buffer.
Turn around, see behind you, in the B G Buffer.
Will it wrap (a wrap) around, it's a big bigger B G Buffer.
[bridge]
The Mode Seven landscape is far and wide,
You can drive really far, but there's nowhere to hide.
There's no hills on the land, since it's flat as can be,
The panoramic landscape is all you can see.
(and clouds and mountains and things in the background, if only you make a nice skybox somehow.)
[chorus]
It's a Big big, bigger, big, B G Buffer,
Look around in Mode Seven, at the B G Buffer.
Turn around, see behind you, in the B G Buffer.
Will it wrap (a wrap) around, it's a big bigger B G Buffer.
[interlude]
[outro]
I also made a simple fix for how the for next loops work.
(Why where they broken?)
It's odd I hadn't noticed earlier how they were all broke.
(How bizarre that they had broke.)
When using floating points the loops would carry on much further than they should.
(I don't know when this broke.)
I fixed it up and now it seems OK.
(It really seems ok now.)
[chanting]
(Three, G, J, D!)
[chorus]
It's a Big big, bigger, big, B G Buffer,
Look around in Mode Seven, at the B G Buffer.
Turn around, see behind you, in the B G Buffer.
Will it wrap (a wrap) around, it's a big bigger B G Buffer.
"Cartoon Derek has a little Cartoon Derek inside his shirt pocket. Scene: Outdoors in a beautiful park standing at the side of a duck pond." by DrawThings / Flux
[Dave and the staff are gathered around a computer]
Dave: How about we put a Cola bottle in the logo?
Mrs Thompson: David, it's a cake shop.
Dave: Half cake shop.
Mrs Thompson: We're not putting Cola in the logo.
Dave: But Cola goes with everything!
[Green enters with coffee]
Green: Any progress?
Dave: Mrs Thompson won't let me put Cola in the design.
Brian: What about just "ScrunchCakes"?
Dave: No, it definitely needs to include the Games.
Sarah: GameCakes?
Dave: We're not changing the name. Just designing a logo for the cake boxes.
[Dave starts doodling on a piece of paper]
Dave: Look, if we put the Cola bottle here...
Mrs Thompson: David!
Dave: Fine! But the box should be purple.
Green: Nobody likes the purple ones.
Sarah: It would make for a nice box colour, though. A deep rich purple.
Dave: With a tiny Cola bottle...
All: NO!
[Mrs Thompson takes the mouse]
Mrs Thompson: Let's start with something simple.
Brian: Just draw a ScrunchCake, and stick a joystick next to it.
Green: That's the most sensible thing I've heard all day.
Sarah: What's a joystick?
[End credits roll]
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