I 'll definitely help you out.
I’m pretty sure its not the library. If you’d like to somehow share the code with me (absolutely confidentially if you want) I’ll check out the problem and remove it for you.
I 'll definitely help you out.
I’m pretty sure its not the library. If you’d like to somehow share the code with me (absolutely confidentially if you want) I’ll check out the problem and remove it for you.
I’m sure that this won’t come as much of a surprise, but hardware limitations have made me realize that I need to cancel this project. If I want a good gameplay experience, I don’t have enough room for the game in the Pokitto’s RAM. Don’t worry – I’ve got some other projects planned for when I’m not so busy with school, including a platformer
Sorry, everyone. I might come back to this eventually if I come up with a way to reduce the size of the game, but at least for now, I can’t.
I think this project is far too interesting to just drop.
You’d be surprised what a person who knows how to optimize can do to that problem. For example, are all of your arrays byte arrays (instead of arrays of bits)? In my experience, people who have never programmed on limited hardware don’t really understand how to work around the issue.
How about instead of abandoning the project, give me access to the code, let me see what can be done? If you’re afraid to show it for stylistic reasons, you should not be. I make horrible (but fast) code.
Are you currently ‘chunking’ the world?
(Splitting the world into chunks.)
As @Jonne says, there’s most likely places where you can save RAM using techniques you haven’t discovered yet.
There is a lot of techniques for saving RAM indeed.
Additionally, for the Close/Far Chunks technique, you could also write them in your file when they become INACTIVE. If done well, you could have an almost infinite world to play with in your pokito, all stored into file!
Interesting to read !
Btw. There is already a support for reading, storing and drawing RLE-bitmaps in limited use cases. That needs to be extended thought.
Btw, Pixonia can handle 50x50 maps with deformable terrain height & type, entirely in RAM.
Nobody has managed to play up to those levels though
This was one of the games I was itching to play too.
is there a demo of the game?
Unfortunately no. I couldn’t get the game to run on hardware due to how bad at programming I was back then so I decided not to release it. I haven’t started developing the remake yet (too busy with college) but hopefully I will soon and will be able to release the first alpha fairly quickly!