A86: Re: Re: maps....
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A86: Re: Re: maps....
that would be great...my first game, i want it to be tile based, but i can't
find any good stuff on it, except for yours, and i would lvoe to see how you
make a sprite move around a map and check for collisions.
akshay
----- Original Message -----
From: David Phillips <david@acz.org>
To: <assembly-86@lists.ticalc.org>
Sent: Friday, January 22, 1999 7:55 PM
Subject: A86: Re: maps....
>
>I'd suggest making a tilemap and checking for collision with the tiles. I
>started working a tilemap section for 86 Central (http://ti86.acz.org/),
>though not much is there beyond explaining the basics and showing you how
to
>draw a map fast (as fast as you can do it using a separate sprite
>routine...I knocked about 20,000 t's off it [each layer of a screen sized
>aligned tilemap] by integrating the sprite routine and the map drawing).
>
>All of you newbies wanting to learn tilemaps, please check it out and tell
>me what you want to know (what I should add). Would explaining how to make
>a little guy walk around a screen sized tilemap be helpful?
>
>----- Original Message -----
>From: <BlAsTo1414@aol.com>
>To: <assembly-86@lists.ticalc.org>
>Sent: Friday, January 22, 1999 7:55 PM
>Subject: A86: maps....
>
>
>>
>>ok,
>>I want to remake Chips Challenge for the 86. but I have a couple
problems.
>>first off, i dont know how to create the background\area you walk on. can
>>anyone assist me there? another problem is detecting collisions. I can
do
>it
>>in BASIC but not asm. think anyone can help me there too?
>>
>>Thanks for any help,
>> BlAsTo1414
>>
>>
>
>
>