Re: LZ: Wow, Daedalus works!!!
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> 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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