Sunday, July 10, 2011
In Profundis Progress 7/9
Also, I've switched the internal representation of the world fro a Python list-of-lists to a numpy array. The result is a very slight performance boost coming from reduced overhead, but more importantly it simplifies the code a bit, and should be easier to optimize in Cython.
Both these things took rather longer that you might expect, from tracking down bugs and charting out code. Still, progress is such that morale is up at the moment.
(EDIT: Fixed date, which was incorrect [again] due to confusion over the current Peanuts Roasted date.)
Thursday, July 7, 2011
In Profundis Progress (7/7)
The next thing I'm working is making platforming as bulletproof as possible. Sorry if it seems like it's going slow, I am but one person. It is happening though.
Wednesday, July 6, 2011
In Profundis Progress 7/6
Sunday, July 3, 2011
In Profundis Progress 7/3
Today I tried this out. And you know what?
It really didn't make all that much difference, while it cluttered up the code with drawing flags and checks to see if the tile scrolled in. I think the scrolling, even though handled by SDL, end up taking almost as much time as it took to just draw the tiles anew each frame. D'oh!
In Profundis Art: Character Idea
Points of interest:
It's a girl, but not ostentatiously female. In the final game there might be a gender choice, depending on how much time it takes to make alternate versions of every frame of animation.
Shoes are a bit oversized. I like to think of them as "clompy boots," in the style of the Iron Boots in Ocarina of Time.
Realistically proportioned body, with a big head.
Orange backpack, ala Earthbound, explains freakish carrying capacity.
Clothes functional, a bit baggy.
Dammit Blogsy
Friday, July 1, 2011
In Profundis Progress, DIrection
So, here is where we are:
I have changed the graphics loading mechanism to use "atlases," large images separated into tile blocks, instead of the many individual images used before. This will make improving the graphics a lot less annoying. The tile size has also been increased to 32x32, which fits less onscreen at once but gives a better view of the world. We'll see if it's a good change with play testing, it won't be hard now to change it back.
The two most promising leads for performance improvements are Cython, a Python-to-C converter, and OpenGL. In the first case, that is something best saved for much later. In the second, the PyOpenGL library has a bug that prevents its installation under Python 2.6, so that's going to have to wait for now.
Today is mostly devoted to graphics work. I'm considering character designs for the main guy. I might temporarily import Aurora from Mayflight to fill the role, but she's 16x16 anyway. She'd make a good placeholder though.
