Scrolling tile maps with Hollywood

Discuss any general programming issues here
jalih
Posts: 281
Joined: Fri Jun 18, 2010 8:08 pm
Location: Finland

Re: Scrolling tile maps with Hollywood

Post by jalih »

Demo updated...

Now almost full featured with fixed collision detection code.
jalih
Posts: 281
Joined: Fri Jun 18, 2010 8:08 pm
Location: Finland

Re: Scrolling tile maps with Hollywood

Post by jalih »

jalih wrote:Demo updated...

Now almost full featured with fixed collision detection code.
Except I forgot to handle the case when Mario hits on top of the view port (should have set the Mario's dy property to zero). :oops:
bitRocky
Posts: 150
Joined: Fri Nov 14, 2014 6:01 pm

Re: Scrolling tile maps with Hollywood

Post by bitRocky »

why don't you provide MorphOS and AmigaOS compiled binaries anymore?
jalih
Posts: 281
Joined: Fri Jun 18, 2010 8:08 pm
Location: Finland

Re: Scrolling tile maps with Hollywood

Post by jalih »

bitRocky wrote:why don't you provide MorphOS and AmigaOS compiled binaries anymore?
Sorry, I think it's currently too slow on the AmigaOS and MorphOS based systems. I get about 1 fps performance on my SAM440 running AmigaOS4. Performance on todays hardware running Windows is decent.

Fixed windows demo is available here
Bugala
Posts: 1400
Joined: Sun Feb 14, 2010 7:11 pm

Re: Scrolling tile maps with Hollywood

Post by Bugala »

62 fps with intel nuc machine, processor being 3 something? I think there was 3, 5 and 7, higher number being better.

Hence, I would say that newest standard of low spec machine runs it with no problem on PC side.
User avatar
airsoftsoftwair
Posts: 5895
Joined: Fri Feb 12, 2010 2:33 pm
Location: Germany
Contact:

Re: Scrolling tile maps with Hollywood

Post by airsoftsoftwair »

Great, finally some platform fun with Hollywood :) The next version of Hollywood will also provide some tricks to get this faster on slower systems...
jalih
Posts: 281
Joined: Fri Jun 18, 2010 8:08 pm
Location: Finland

Re: Scrolling tile maps with Hollywood

Post by jalih »

airsoftsoftwair wrote:Great, finally some platform fun with Hollywood :) The next version of Hollywood will also provide some tricks to get this faster on slower systems...
Good to hear that! I thought about writing a tile map editor but as there are many programs already available for Windows that can export data in some text format, so I decided to write a parser instead.

I ended up writing a scanner module. It can be extended with user keywords and symbols, so it's quite powerful. I also started to write a simple parsing support routines.

Let's take an example: you want to read width and height values from a text file.

Code: Select all

@Include "scanner.hws"

Const #widthsym = 100
Const #heightsym = 101


keywords = {}
keyword[0] =  "width"
keyword[1] =  "height"
keyword[2] =  ""

keysyms = {}
keysyms[0] =  #widthsym
keysyms[1] =  #heightsym
keysyms[2] =  #idsym


p = Parser:new()
p:begin_parse("test.txt", keywords, keysyms)
p:expect(#widthsym)
p:expect(#numbersym)
DebugPrint("width:", p:getval() )
p:expect(#heightsym)
p:expect(#numbersym)
DebugPrint("height:", p:getval() )
p:end_parse()
jalih
Posts: 281
Joined: Fri Jun 18, 2010 8:08 pm
Location: Finland

Re: Scrolling tile maps with Hollywood

Post by jalih »

Hi all,

I am now working on a tile map editor for Windows. I found a working sample program and it is used as a starting point for something more fancy. I plan to add support for drawing and editing collision rectangles and paths. Paths are user defined way points and can be used for game actor movement.

My Map class now supports loading tile maps from the map editors binary format and it can also import PyxelEdit tile maps.
jalih
Posts: 281
Joined: Fri Jun 18, 2010 8:08 pm
Location: Finland

Re: Scrolling tile maps with Hollywood

Post by jalih »

Windows demo of current progress available here
jalih
Posts: 281
Joined: Fri Jun 18, 2010 8:08 pm
Location: Finland

Re: Scrolling tile maps with Hollywood

Post by jalih »

Hi all,

I would like to write an 1942 style scrolling arcade game. Anyone here interested in joining the project? I really desperately need someone to draw the tile graphics, design levels and draw some additional art. Also someone to create sound effects and some nice music tunes would be a good to have around too.

Here is a little demo, I put together in five minutes. Binaries for Windows, AmigaOS4 and MorphOS included.
Post Reply