Game with text based graphics
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Nice work!
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Now i am about to add strctures made of multiple tiles, i have to figure it out a bit
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Dude this looks awesome... I can't wait to try it.
"welcome to the text world" hahaha..
Being there makes me feel... out of character...
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i was experimenting with optimizing the text drawing and i saw that fps meter takes quite a lot of cpu time, the game is mutch soother when it's disabled.
@dave any way simple way of calculating fps only or display it only in the debug info?
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@ITzTravelInTime i have an fps calculator function in pacman which i will share when I get home later.
i also have a profiler function which may be useful
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@MikeDX Thank you, you can also add me as a friend my code is SW-6620-3252-4535
I will also share my work when it will reach the state of "complete enought to be a demo"
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Beautiful house. This is so cool...
Now do a castle!!
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Ooh - a cathedral please, and an under water temple er.. and Norway, fjords and all.
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For now i am making a prototype map with a text based forest in which there are a river and a small village + some messanges inside the game world
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Today was spent on optimization, now the screen drawing work with an enless loop and the inputs are cheched using a timer scheduled regurally, all of this avoid the game being uplaybe if the framerate is too high or too low
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@ITzTravelInTime Why can't you just synch everything to Update()?
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@Nisse5 I am doing this because i want the game to run at the maximum framerate and the controls to be at the same speed reguardless of the framerate, and so keeping all this stuff into the game cycle will mean that the player moovement will depend on framerate and so it can suffer from speed or syncronization issues and in this way it will be also hard to time correctly, that's why i want with this route, it's simple to keep everything timed correctly while having the best performance
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And i found a bug with timers, which causes FUZE to crash, i created a thread into the bug reports if you are interested
https://fuzearena.com/forum/topic/165/timers-produce-wired-errors-and-also-some-fuze-crashes
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Interesting.
Regarding switching from 'char' to tiles, that fundamentally if you go far enough back in history, these are the same thing.Tile based graphics is an offshoot of text based stuff. The only thing that changed is that you can redefine the character set. (later a few other things showed up like parallax scrolling, but at heart it's still just a fancy text based mode.)
If you were to look at something like the Atari 800 (or the more well known C64) you'd see that they talk about using 'character mode' displays, and by default these are the system's text modes.
But in reality what's happening is this is a tile based graphics mode where the computer has a 'default' tileset that just so happens to be the letters that make up a text mode display.
That's really all there is to it on the really old 8 and 16 bit systems.
Tiles and text mode are the same thing! XDStill looks like a fun project though. Good luck with it.
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@KuraIthys Not so mutch, in fact more sophysticated systems allows for features like smooth scrolling for graphics tiles (like the nes and the snes) while making this not possible on character based modes even with redefined character sets. The tile based graphics modes are essentially heavily modded graphics modes on streosids if that's your point.
Regurding my project i am coding it like i am doing for my other text based game for dos, so plotting characters at some coordinates of a characters grid on the screen.
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@ITzTravelInTime indeed, that IS my point, but I'd like to point out that for those early 8 bit systems they DID have smooth scrolling capabilities in their text mode, and their text modes and tilemap based modes are one and the same thing. (in fact in principle on systems that have both the text mode is almost certainly the tilemap mode in disguise)
Even if you're looking at PC graphics, the CGA/EGA/VGA series of cards actually also have smooth scrolling (or rather per pixel fine scrolling)
And it does work in text modes, so these things have been functionally equivalent for a really long time.Sure, as the technology expanded, the tilemap systems intended specifically for graphics got a whole bunch of extra features; Multilayer parallax scrolling; much larger character sets (no text rendering system from back then would need 1000+ characters), the ability to flip individual tiles horizontally and vertically independently of one another, and way more colours (again, there's not many pure text displays that would need 256 colours per character, or even 16 simultaneous colours)
But fundamentally these are still the same concept. And so many of the earliest systems that are 'pure' text displays (eg no character set customisation) still had smooth scrolling and a bunch of other things anyway.
You'd be surprised.The Atari 800 and C64 don't have text modes at all if you treat them as having tilemap modes. Or alternatively, they have text modes with smooth scrolling and customisable character set support if you don't consider these tilemap modes.
I guess it's rather in how you look at it...
But to the hardware itself it's all very similar.And yes, even the hardware underlying a DOS text mode can do smooth scrolling. (and plotting characters onscreen by reference to a coordinate grid is equivalent to manipulating the tilemap in realtime. In fact it's what I do in basic on Atari when using tilemap based graphics, since the map itself is treated the same as the pixels in a bitmap mode as far as the system is concern.)
Still, that's very much a matter of technicalities.
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Game development update: I found a way to have the timer reset a few times without crashing the game (2 days of fight against this timer bug), so i decided to give to the timer the maximum ammount of repetitions as i can so in theaory you should be able to avoid the crash because of the timer for at least a few hours of gameplay without interruptions, so i tihink for now it's good enought, and i added also multi tile structures as well, say hello to my little test village: