Check out the different milestone versions as development continues! Play online. Instructions and play controls are included!
-- Mini Overview.
V1 - Title screen. Basic game physics. Start of main menu.
V2 - Improved main menu (proper labels.) Start of intro screen. Start of game over screen. Improved game physics. Sprite flicker/multiplexing. Can have 8 actors on the screen and 4 bubbles. All actor animation frames. Bubble animation frames. The draw order of each "bank" of sprites is shifted every 2 draws in order to help spread the flicker.
LIVE - May or may not work. Represents the newest version available to the public.
-- Sprite Flickering
So, I allocate 24 sprites in the Makefile. The eight actors take (4*8)=32 sprites but they are flickered. So, four actors (16 sprites) are drawn per frame. This leaves 8 "natural" sprites remaining per half. I use this to put 2 bubble sprites at the end of each bank. The flicker is worse at the ends and the bubbles are not as important. Additionally, with the draw order shifting and the placement of the bubbles, I've reduced most of the flicker. I may need to revisit this later because I will likely want to have more bubbles able to be on screen. I have 12 2x2 spritemaps on screen right now. That's pretty good for now I think.
Code: Select all
VERSION: V2: Fri Aug 18 10:21:12 EDT 2017 GAME: BubbleBobble AVR Memory Usage ---------------- Device: atmega644 Program: 44940 bytes (68.6% Full) (.text + .data + .bootloader) Data: 3619 bytes (88.4% Full) (.data + .bss + .noinit)
Sprite Flicker discussion: viewtopic.php?f=3&t=9380&p=27145