Michael2_3B wrote:
Memory issues are to be expected, it’s still in development so I’d be surprised if you could even play it at all right now.
I’ll update you here when I fix it
I’ll update you here when I fix it
I assume that you are doing sprites for the blocks. However, I don't recommend that specifically because of the memory. I would recommend actually making a function with a bunch of gfx_Line, gfx_SetPixel, or gfx_FillRectangle, etc. For example, instead of making a sprite for my cursor in GrannySmithOS I made the following function.
Code:
void cursor(unsigned int x, unsigned int y)
{
gfx_SetColor(settings.cursor_outline);
gfx_Line(x,y,x,y+13);
gfx_Line(x+1,y,x+10,y+9);
gfx_Line(x+1,y+12,x+3,y+10);
gfx_SetPixel(x+4,y+11);
gfx_SetPixel(x+4,y+12);
gfx_SetPixel(x+5,y+13);
gfx_SetPixel(x+5,y+14);
gfx_Line(x+6,y+15,x+8,y+15);
gfx_Line(x+8,y+15,x+8,y+13);
gfx_SetPixel(x+7,y+12);
gfx_SetPixel(x+7,y+11);
gfx_SetPixel(x+6,y+10);
gfx_Line(x+6,y+9,x+9,y+9);
gfx_SetColor(settings.cursor_interior);
gfx_Line(x+1,y+1,x+1,y+11);
gfx_Line(x+2,y+2,x+2,y+10);
gfx_Line(x+3,y+3,x+3,y+9);
gfx_Line(x+4,y+4,x+4,y+10);
gfx_Line(x+5,y+5,x+5,y+12);
gfx_Line(x+6,y+6,x+6,y+8);
gfx_Line(x+7,y+7,x+7,y+8);
gfx_SetPixel(x+8,y+8);
gfx_Line(x+6,y+11,x+6,y+14);
gfx_Line(x+7,y+13,x+7,y+14);
}
For the record, this method of making functions for sprites does not affect speed, performance, or quality. Prior to making functions for sprites, GrannySmithOS was clocking at like 50kb, but with function sprites, I've been able to chop it down to around 35kb, although the majority of the graphics are still sprites