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	<title>Comments on: Explorer: 4 &#8211; Inner Room Data</title>
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	<link>http://www.tummaigames.com/blog/2009/07/14/explorer-4-inner-room-data/</link>
	<description>NES homebrew! Development blog for homebrew NES games</description>
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		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/14/explorer-4-inner-room-data/comment-page-1/#comment-14</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Fri, 17 Jul 2009 14:56:14 +0000</pubDate>
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		<description>@Rob: I&#039;m thinking about adding an opcode that straight up draws a box and fills it.  Could build a lot of tiles using only 3 bytes (top left corner, box opcode and bottom right corner).

As for room-to-room, you got it exactly.  I have no idea how many frames it takes, but the new room comes on screen faster than I can snap.  It&#039;s something I ought to keep an eye on though, especially when I add objects and object logic to the rooms.

I don&#039;t have the entire game planned on paper.  I have an idea of how I want the gameplay to be and how the player will interact with the environment, but I&#039;ve only designed one test level.  Once I have the basic game engine finished I&#039;ll work more on level design.  At some point I&#039;ll want to make a map editor utility, but this early in the game I&#039;m still making changes to how the data is stored which makes writing a map editor difficult.  

I do make sure I have a plan before I start coding though.  I like to know exactly what I&#039;m going to write before I write it.  I work out data structures, logic, algorithms, etc on paper first and then when I feel like I understand what I want to do I code it up.

Thanks for the encouragement!  I&#039;m glad you like the blog.  btw, I don&#039;t really have a preference what people call me.</description>
		<content:encoded><![CDATA[<p>@Rob: I&#8217;m thinking about adding an opcode that straight up draws a box and fills it.  Could build a lot of tiles using only 3 bytes (top left corner, box opcode and bottom right corner).</p>
<p>As for room-to-room, you got it exactly.  I have no idea how many frames it takes, but the new room comes on screen faster than I can snap.  It&#8217;s something I ought to keep an eye on though, especially when I add objects and object logic to the rooms.</p>
<p>I don&#8217;t have the entire game planned on paper.  I have an idea of how I want the gameplay to be and how the player will interact with the environment, but I&#8217;ve only designed one test level.  Once I have the basic game engine finished I&#8217;ll work more on level design.  At some point I&#8217;ll want to make a map editor utility, but this early in the game I&#8217;m still making changes to how the data is stored which makes writing a map editor difficult.  </p>
<p>I do make sure I have a plan before I start coding though.  I like to know exactly what I&#8217;m going to write before I write it.  I work out data structures, logic, algorithms, etc on paper first and then when I feel like I understand what I want to do I code it up.</p>
<p>Thanks for the encouragement!  I&#8217;m glad you like the blog.  btw, I don&#8217;t really have a preference what people call me.</p>
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		<title>By: Rob</title>
		<link>http://www.tummaigames.com/blog/2009/07/14/explorer-4-inner-room-data/comment-page-1/#comment-12</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Tue, 14 Jul 2009 17:17:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=78#comment-12</guid>
		<description>Interesting, it&#039;s like a kind of RLE, but I always think of using that in terms of left-&gt;right. It&#039;s neat to see it used for blocks going in all directions!

So how do you handle room-to-room? When changing rooms, do you reload the base template, grab the wall data to write, then do the interior data? If that&#039;s the case, do you know how many frames it&#039;s taking, by chance?

I&#039;m also curious if you have already planned the entire game on paper, or if you have started doing the coding, then plan to make out the puzzles as you go. Basically, I like to hear how other people approach the whole dev life-cycle dealy-o hehe

I&#039;m loving this blog Thomas (Tom?, Metalslime?, not sure if you have a preference)! Also, thanks for the kudos : )</description>
		<content:encoded><![CDATA[<p>Interesting, it&#8217;s like a kind of RLE, but I always think of using that in terms of left-&gt;right. It&#8217;s neat to see it used for blocks going in all directions!</p>
<p>So how do you handle room-to-room? When changing rooms, do you reload the base template, grab the wall data to write, then do the interior data? If that&#8217;s the case, do you know how many frames it&#8217;s taking, by chance?</p>
<p>I&#8217;m also curious if you have already planned the entire game on paper, or if you have started doing the coding, then plan to make out the puzzles as you go. Basically, I like to hear how other people approach the whole dev life-cycle dealy-o hehe</p>
<p>I&#8217;m loving this blog Thomas (Tom?, Metalslime?, not sure if you have a preference)! Also, thanks for the kudos : )</p>
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