Re: LZ: Wow, Daedalus works!!!


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Re: LZ: Wow, Daedalus works!!!



> Damn, this thing is pretty cool, especially when you consider that it's a
> 3-Dish engine running on a tiny little portable calculator!  Keep up the
> good work, Sam!
> 
> One suggestion for the future you didn't touch on too much in the included
> readme: Allow the designed levels to have their own textures, similar to how
> Chris Busch allows different tilesets in his game engines.  That would be cool.
> 
> I guess the main thing you have to do now is allow sprites.  I hope that
> doesn't inflate the engine TOO much more, but I have a feeling it will add a
> bit.  Well, considering that it's 3-D raycasting in 3908 bytes, I shouldn't
> be too picky on the size :)  
> 
> I hope other people commend Sam for his efforts.  So far all I've seen are
> messages claiming that he didn't send it.


Yeah, I agree..  But before sprites and all the other goodies are 
added, you should try to optimize the code a little so it runs a 
little ffaster.  Right now the speed is pretty good, but it is only 
version .1b or something like that so I assume it isn't real 
optimized, but how much more can we ask from a calculator.


Oh, and as you work on the game more, I and I'm sure a lot of other 
people won't care if it gets bigger as long as it stays a good game.


Keep up the good work, though!  Because right now it is pretty cool 
and it is the first attempt at something like this on a ti-85 ever (I 
think, anyways)


-Ed


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