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Re: Scrolling tile maps with Hollywood

Posted: Mon Feb 02, 2015 8:09 pm
by jalih
Demo updated...

Now almost full featured with fixed collision detection code.

Re: Scrolling tile maps with Hollywood

Posted: Mon Feb 02, 2015 8:43 pm
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:

Re: Scrolling tile maps with Hollywood

Posted: Tue Feb 03, 2015 2:40 pm
by bitRocky
why don't you provide MorphOS and AmigaOS compiled binaries anymore?

Re: Scrolling tile maps with Hollywood

Posted: Tue Feb 03, 2015 6:58 pm
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

Re: Scrolling tile maps with Hollywood

Posted: Tue Feb 03, 2015 10:57 pm
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.

Re: Scrolling tile maps with Hollywood

Posted: Sun Feb 08, 2015 11:25 am
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...

Re: Scrolling tile maps with Hollywood

Posted: Sun Feb 08, 2015 3:42 pm
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()

Re: Scrolling tile maps with Hollywood

Posted: Wed Feb 25, 2015 10:03 am
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.

Re: Scrolling tile maps with Hollywood

Posted: Thu Feb 26, 2015 6:26 pm
by jalih
Windows demo of current progress available here

Re: Scrolling tile maps with Hollywood

Posted: Thu Mar 05, 2015 8:21 pm
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.