This is my Pokemon style walking and world engine I’ve been working on since finishing RoboDodge. The rooms are stored as a series of commands instead of just arrays which can sometimes save over a hundred bytes per room. I haven’t decided if I’ll do a battle system like Pokemon or something else.
Looks great! How much memory are you using right now?
I don’t have it in front of me at the moment, but I believe RAM usage was about 51% (though tile array is allocated dynamically based on room size) and I think about 19,000 bytes of ROM used. Next time I get a chance to work on it I’ll report actual numbers. I still have a ways to go to get it anywhere near your level, Siegfried. But it’s coming along. I’ll upload photos later of the image/animation converter and room editor I made to put this together. I’m pretty into creating tools, so that’s where the majority of this work has gone.
Sounds good
I made some tools too though they’re just a bunch of HTML pages that convert specific images that are in the same folder (my super basic level editor doesn’t even have a save to file function ^^’).
I finally finished loading in the editor. This is what my room editor currently looks like. I’ve been building it in GameMaker Studio.
Would love to see some more information on how that is implemented. Neat demo.