Search found 78 matches

by Giuliano
Thu Apr 13, 2006 4:52 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

i would split the game up into more layers (as i did it in bomberman) which reduces some blits layers: player (saves some blits for fixing backgrounds) background non-animated level animations in level (-> small animated areas) when you blited all those layers merge em (4 large blits) this speeded ...
by Giuliano
Thu Apr 13, 2006 12:06 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

well i tried with 3 images whereat only two were blitted (code can be found on my page) i optimized it to blit only the area shown on screen... loading took about 3 seconds if you try loading the images in background you might have solved your probs ;) not sure if it will be smooth (while loading n...
by Giuliano
Wed Apr 12, 2006 11:18 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

well I wanted to pre-render the static sprites of a level (ie: floors, walls, etc..) but since a side scroller has a lengthy level it would end up being about 20-30 images.. I have barely started on the project so I will do some tests and do a pre-render on the fly as you move through the levels so ...
by Giuliano
Wed Apr 12, 2006 10:30 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

i am for sure that blitting is fast enough as i was blitting very much at my bomberman game (although it was on old luaplayer 16-bit) so you just need to "optimize" your blitting code means: (1) do not blit stuff that is not on screen (2) do not blit stuff that does not change (store your...
by Giuliano
Wed Apr 12, 2006 12:00 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

No it's not. Do this test: blit a screen of tiles and then pre-render and blit the image. You will see that when you blit the large image, it's fast. Look at the isometric engine I posted, it's actually very fast. If someone does make a graphics library I'd be more than happy to test it out if it's ...
by Giuliano
Wed Apr 12, 2006 11:52 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

well the slow part of blitting is the overhead not the actual blitting itself. I don't have much time to code for the PSP so I don't have time to write my own graphics engine. It is possible to do it with LUA if you do it the right way and pre-render the correct amount of graphics, etc... but I wond...
by Giuliano
Wed Apr 12, 2006 11:34 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

Slow as hell, but great news!@# LUA player 0.19 is out. Check out the main page for more information err that was as helpful as a hemroid.. anyone can give some insight ? I can make it fast through trial and error but I rather get input from you guys as to the best way to do it and skip the debuggi...
by Giuliano
Wed Apr 12, 2006 9:16 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 18397

Blitting Speed

Hello I haven't done any dev'in in Lua since a few versions ago and I was wondering how the blitting speed has changed. I plan on making a side-scroller engine but there might be a lot of objects on the screen and I wish for it to run at a good frame rate. I thought about pre-rendering the levels bu...
by Giuliano
Sat Mar 25, 2006 11:31 am
Forum: PSP Lua Player Development
Topic: Image.createEmpty(480, 272) - Can we create a bigger image?
Replies: 6
Views: 2934

Kameku wrote:I'm sure the filesize would differ from one image and say, 20, as would game speed.
Blitting is the slow part so it is better to blit one big image rathe than 4 small ones but the max being 512x512 allows images to be large enough so that you do not have to blit too many images at once
by Giuliano
Fri Mar 24, 2006 1:12 pm
Forum: PSP Lua Player Development
Topic: Image.createEmpty(480, 272) - Can we create a bigger image?
Replies: 6
Views: 2934

Kameku wrote:Yeah, but technically, that's more than one image.
But if it gets the goal accomplished, then what's the difference ? :)
by Giuliano
Wed Mar 22, 2006 12:13 pm
Forum: PSP Lua Player Development
Topic: Free Scrolling engine code for you guys
Replies: 7
Views: 5813

Free Scrolling engine code for you guys

Here is something I never finished. Simply didn't have the time nor the concepts to make it into a fun game but it does have a scrolling isometric tile engine along with a bunch of other stuff. I made this a few versions of LUA ago so I am not sure how much LUA has improved. At the time, I had to do...
by Giuliano
Tue Oct 11, 2005 3:46 am
Forum: PSP Lua Player Development
Topic: cursor tutorial
Replies: 5
Views: 2538

BrokenHeartedLoser wrote:yes d pad stands for directional pad :)
A cursor with the d-pad doesn't make sense because it's much harder to do movement with it since going diagonally is a pain in the ass.
by Giuliano
Tue Oct 11, 2005 3:44 am
Forum: PSP Lua Player Development
Topic: screen:drawLine(-10, -10, 100, 50, red) ie off screen
Replies: 4
Views: 2337

Well an easy way is to use absolute value to shorten the width and offset the x.. for example.. Pseudo Code: x1=-20 offsetx=0 if &#40;x1<0&#41; then offsetx=math.abs&#40;x1&#41; end -- do the same thing for Y screen&#58;drawline&#40;x1+offsetx,y1+offsety,x2-offsetx,y2-offsetx...
by Giuliano
Sat Oct 08, 2005 4:06 am
Forum: PSP Lua Player Development
Topic: [Lua Tutorial] So you wanna different font..
Replies: 25
Views: 11534

I've made an object to do this aswell if anybody wants.. it's basically the same thing but you can print vertical images too and it allows to have many different kinds of fonts at the same time since it's a reusable object :) --################################# --BITMAP FONT OBJECT --###############...
by Giuliano
Thu Sep 29, 2005 11:33 pm
Forum: PSP Lua Player Development
Topic: Transparent PNG
Replies: 3
Views: 2472

when you blit the last parameter is wether you want the transparency to be transparent or not
by Giuliano
Wed Sep 28, 2005 1:56 am
Forum: PSP Lua Player Development
Topic: Having problems with LuaOS for PSP
Replies: 2
Views: 2330

msg thsock here.. he's the one who made it
by Giuliano
Mon Sep 26, 2005 11:38 pm
Forum: PSP Lua Player Development
Topic: PSPOS
Replies: 15
Views: 12848

hehe ..

I didnt try your OS yet but I didnt see anything about applications and games, are you going to add loading of Lua scripts?
by Giuliano
Mon Sep 26, 2005 7:13 am
Forum: PSP Lua Player Development
Topic: TextWidth and TextHeight functions?
Replies: 4
Views: 3090

Re: TextWidth and TextHeight functions?

Length: string.len(text) * 8, Height: 8. note: this works for monospaced fonts only Is it possible somehow to either a)change the default font that Lua uses and you can already access an example on my website (the nick selector, which uses monospaced font [formula as the one of shine above]) greets...
by Giuliano
Mon Sep 26, 2005 12:56 am
Forum: PSP Lua Player Development
Topic: TextWidth and TextHeight functions?
Replies: 4
Views: 3090

TextWidth and TextHeight functions?

Is it possible somehow to either
a)change the default font that Lua uses
b)calculate the print text height and width of a string (I need this for doing accurate clipping)

If not, would it be possible to add in to the next version ?
by Giuliano
Sun Sep 25, 2005 10:09 am
Forum: PSP Lua Player Development
Topic: I started working on
Replies: 15
Views: 7216

The problem with the c&c game is that the characters on the screen might be moving at every FPS, or every few FPS, and that means you would have to redraw those images. If you were to draw the characters out one by one every FPS, even if they aren't moving, the FPS would decrease. simple soluti...
by Giuliano
Sun Sep 25, 2005 12:54 am
Forum: PSP Lua Player Development
Topic: create video of your game (no hardware required)
Replies: 19
Views: 6847

Good idea. Perhaps when the PSP2TV thing comes out we will be able to do it w/ sound
by Giuliano
Sun Sep 25, 2005 12:49 am
Forum: PSP Lua Player Development
Topic: I started working on
Replies: 15
Views: 7216

In order to maintain FPS at constant rate, first save the screen for the next frame and blit objects as needed to a small area where the scene is changed. Would it help? I do that right now but it's a bit trickier than that because my screen image is bigger than the allowed size. So what I have to ...
by Giuliano
Sat Sep 24, 2005 12:02 pm
Forum: PSP Lua Player Development
Topic: I started working on
Replies: 15
Views: 7216

@Giuliano sim city uses a heavy side effecting engine, do not even know what effects what in that game :) => lot work coming to you *hehe* greets Lumo PS: hope i can continue at bm soon (currently too much work for university) I won't have as many factors as they do, of course, but remember, this i...
by Giuliano
Sat Sep 24, 2005 3:28 am
Forum: PSP Lua Player Development
Topic: create video of your game (no hardware required)
Replies: 19
Views: 6847

What's your URL ?
by Giuliano
Sat Sep 24, 2005 3:27 am
Forum: PSP Lua Player Development
Topic: I started working on
Replies: 15
Views: 7216

hehe its gonna be a quite complicated backend... well I'm up to about 650 lines.. not that much really .. and it's already got the whole tile engine, construction, constants (building information, sizes, etc..), key pad, bitmap font printing, etc.. I like to make everything into objects so that I c...
by Giuliano
Thu Sep 22, 2005 12:51 pm
Forum: PSP Lua Player Development
Topic: I started working on
Replies: 15
Views: 7216

Here's a screen shot of it..

I got a lot of the back-end coding done.. I will start on the gameplay functions very soon.

http://www.peoplegrade.com/g/utopia-ss.png
by Giuliano
Thu Sep 22, 2005 12:48 pm
Forum: PSP Lua Player Development
Topic: Screenshot
Replies: 8
Views: 4379

ty ty
by Giuliano
Thu Sep 22, 2005 8:50 am
Forum: PSP Lua Player Development
Topic: Screenshot
Replies: 8
Views: 4379

Screenshot

What's the function to save a screen shot ? I know there's one I just can't find it in the reference :P
by Giuliano
Wed Sep 21, 2005 11:44 am
Forum: PSP Lua Player Development
Topic: Protected Code
Replies: 13
Views: 7504

So making it it's own EBOOT file is the only way ? I just don't like it because it means you have to include more files and that means more bigger size for the program. If someone has a 32mb stick they want to save as much space as possible.
by Giuliano
Wed Sep 21, 2005 6:08 am
Forum: PSP Lua Player Development
Topic: idea for sidescrolling
Replies: 8
Views: 4423

Sorry I didn't try to use the code or have much time to really look at it.. I was just giving general solutions