Fishguts I : Todo + Scripts
Ive got my scripts calling other scripts so I separated out my globals code to make it much more easily replaceable, and my loader now looks first for an external file then loads the packaged version as backup. This way I can drop in a patch script or replace a specific graphic or script etc.
Ive also changed its external pathing, this way on say GP2X, the executable can be in the root of the SD card, making game navigation much easier.
Right now, loading up and running scripts, its using only 370kb max memory with debugging on which is good considering thats navigating around the entire world map with scripts and such. I’m sure there is a little waste in there somewhere, but I was quite surprised at its minimal consumption.
My todo for the next few weeks, time depending…
- Convert my octagonal LOS code from my roguelike (nice because its already integer based, no floats here!)
- Draw some enemy sprits (at least 2 or 3 frames each).
- Animate water (Since they are cyclical tiles, I’m just going to move them down two rows of pixels and do it easy)
- Have my sprite walk around on the map obeying walk/nowalk tiles (links to LOS code, and by proxy by doing LOS I get this free)
Since I am trying to keep memory down I’ve added some script commands making map loading re-entrant, so when each map loads it will call to load a specific tileset.
I’m debating if I will have my town maps drawn in ascii and loaded by the controlling town script, or if the town script will load a bitmap image and deal with it like the main map. The downside to loading ascii via script is I will need a new set of scroll/draw routines apart from the main handler. The downside to having a bitmap like the overworld is I’d be forced into having my maps an arbitrary size of 32x32 chunks (which I can offset easily).
I’m leaning more for reusing my overworld code and making bitmap images of chunks for each town even tho I like seeing the townmap inside the script.
Filed Under : Computers • Development • Fishguts •
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