Adventurer #10
30 сентября 1999 |
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Exchange of experience - gamemaking: to create games for example, "Full Shit".
(C) DEMON / XPC / CPU GAME MAKING "Video Games - a way of expressing the most fantastic ideas and images. Many people simply need an outlet for embodiment of their insane fantasies ... " "We believe in our illusions, sometimes escaping into them from the terrible reality. Video games are a way to allow people to at least for a time become gods of their small universes. " André La Motte "Secrets of game programming" Thus, the epigraph, you, dear spekmen, already read, and if he do not understand, then from then on you can not read. Since we here will focus on creating games rather than strumming in either game. I hasten to agree that My mysleizlozheniya be understood only as one of the points of view. Not so long ago to our office came letter was the following question: "Why is your magazine is not on creating games?" . Really - why? In mainly because they write about is creating the game as they go, how to break ... and rare material about the decision different problems when creating their games. From my limited experience I can say that a lot of problems ... The first is the question of what game, I (we) want to do, and what I would like in her view, and what is not. Want something many, but not much depends on the level of preparedness and capacity development machine. Already unlikely that anyone will surpass Mednonogova glory in creating strategies or SYSTEM 3 for its colorful game "MYTH". First determine its opportunities and desires, then working out a compromise between them. Time ... Eternal problem of the lack of free time. If you study, You then finishes off all sorts of diplomas, coursework, and so on and so forth, but still want to walk. If you work, then after there is no desire to work fully with all chegoto do, even though people are really enthusiastic, it is not a hindrance. So, plan time to work on Project: In the evening, on weekends or even As ... We do not know where to start! Here I speak only for coders. The first thing to establish basic bibleotek program that is to say: vyvodilki sprites pechatalki texts oprashivalki Claudia and mouse, loaders and zapisyvalki, listalki memory, etc., ie, that without a doubt will be in our game. In the first stage we will have already decide how to interface with the user (Takes less than 30% of the total time creation of the program) and now it will be one of the vexed questions for you. There should be special treatment, since must adhere to already established definitions. Well, for example, would be a good voice, if we do support Kempston Mouse and redefining control keys (or at least support the Sinclair and QAOP + Space). And, of course, good idea to add anything that way, that we popypalis done in the "FULL SHIT". True to the last moment, none of us could not imagine how it will work and look ... Once we do (or choose a ready-made in many electronic editions) protsedurki, we begin to think about Basically: the main program module, which for each game will be his. Since I did a quest for me was the main output locations, items and characters in it, and the management of a hero. For example, for some BATTLE COMMAND it will work with 3D objects and various otsekalki ray projection vyvodilki ... Consider still the example of "FULL SHIT Demo-version ", what and how I was doing. 1) Until the ANT and VANIAC (GFX-makers) graphing, I rivet protsedurki for game (see above). After the first Scrin, I decided to use both screens Speck, since the screen without the 4 upper rows occupied 5120 bytes. 4 upper rows were made static is not random, but for synchronization of the beam. After a canopy of lotions on the interrupt to the game screen there are only about 1000 cycles (at Scorpion). After I was sorry about what has not use a buffer and two screens, but It was too late ... Quickly making a drawing of location: 1. screen at LDI, LDI, LDI ... LDI 2. sprite objects on top of the mask 3. sprite of the hero 4. sprites other objects by mask 2) I made a wretched management hero by klava R, L, D, U. Drove procedure walking (specified number of steps and direction, and the table she brings the necessary sprites walking and does shift the origin), decided to take the user interface. Zabatsal conclusion hands almost without twitching Border during its motion (no dekranchennyh sprites) and did a survey Claudia and mouse, not being able to check entu most mouse. The problem appeared, when it was necessary to toggle the visibility screen. I stepped out and switch it can not interrupts, and after HALT'a. Because of what there were bugs spoiling the game screen arrow and the arrow appears in the ghost movement thereof. Therefore, the council: - If you work with two screens, and you have something displayed in the interrupt, then the screen will switch at the beginning of the interrupt, for example: ;----------- INTERRUPT MODE 2 INT_2 PUSH AF, HL, DE, BC, IX, IY EXX EX AF, AF ' PUSH AF, HL, BC, DE CALL SCR_SWP; switch the screen (below) CALL SAV_PAG; maintain the current number ; Memory pages CALL DET_SCR; determine the visible screen CALL CR_UNDO; restore if it ; Same, no - if you switch CALL CR_SAVE; remember CALL CR_PRINT; draw an arrow ............ CALL MUZAK CALL ON_UNDO; include CR_UNDO CALL UND_PAG; restore the page ; Memory POP DE, BC, HL, AF ............ EI RET ;------------- SCREEN SWAP SCR_SWP RET; switch (# C9 or 0) LD A, # C9 LD (SCR_SWP +1), A LD (CR_UNDO), A; cut down CR_UNDO ; Include exit SCR_STA LD A, 0, status 0 - # 4000, another ; For # S000 OR A LD A, (NOW_PAG); current page JR Z, SW_L1 SET 3, A JR SW_L2 RES 3, A SW_L1 LD (NOW_PAG), A RET ;---------- ON_UNDO XOR A (CR_UNDO), A RET ;---------- UNDO UNDER CURSOR CR_UNDO NOP ........ RET With such a layout, while the image is formed on an invisible screen arrow flies in the visible, and when the time to make the invisible visible, the Arrow automatic kerf to a new screen without restoring the old shit screen. A schA I want to talk about the misunderstanding between the encoder and grafmeykerom. When I said, that I have drawn sprites movement hero 10 on 4 (familiarity) I brought them as much as 14 kilobytes, and even different sizes. Nepodumav, I took them and began batsat prog movement ... How do I get exhausted all butt and at least somehow systematize. Therefore, immediately Decide what size and how much sprites you will need for the transfer of a visual action. And even you, my dear fellow coder, have very killing them and interfere with the mask, since such actions can not trust anyone. And that then would have to guess whether your procedure buggy, or malicious grafmeykery you so cut, so even sketches erased. AND it is better to find yourself a large notebook where to record all the information and the sprites (size, length) and their sequence in the block. And enjoy better all SPRITE MASTER 5. 11 for processing and SPRITE LAND v1. 19 for the cutting and the lineup. In addition, I can say this: I have drawn sprites move Only twice in the eighth, and took them only 9 kilos. The next time I'll talk about the problem of lack of main memory and the ways of overcome, and the work procedures pages of memory, using other procedures in other pages or implementation of the wave algorithm to find a way to article Glory Mednonogova. And now - for now.
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