Thanks for the replies guys!
Scramble looks very effective - I've played it quite a bit since I came across it. I'm guessing there's a speed advantage to having them pre-generated and used as straight sprites? Though as Skydog notes we're stuck with the colours they're generated in (not a problem for me as I'm only really looking at green, red and cyan!)
Love the Inzectoids demo - fast and colorful with simple but addictive gameplay (Note: If you want to add a 'what people are saying' comment, I'd offer "Holy Hell!! They're all trying to kill me! - Steve (Age 40)"). Totally reminds me of an inverse tempest. Very Nice Job!
Thats a nice tutorial reply Slydog - I'm trying to download now (download links hidden amongst a stack of adverts!). If I can generate the sprites with paint.net then that will probably be just what I'm after for the sample programs I'm pulling together at the mo. (Still working my way round GLB but thinking about a retro project to get my teeth into).
I'd had a quick look at polyvectors and was wondering whether there's much of a performance hit in using them if there's a lot of objects bouncing round the screen at once (I'm assuming it boils down to plotting lines on screen every cycle - which is typically a bottleneck in the higher level languages?).
Cheers.
Scramble looks very effective - I've played it quite a bit since I came across it. I'm guessing there's a speed advantage to having them pre-generated and used as straight sprites? Though as Skydog notes we're stuck with the colours they're generated in (not a problem for me as I'm only really looking at green, red and cyan!)
Love the Inzectoids demo - fast and colorful with simple but addictive gameplay (Note: If you want to add a 'what people are saying' comment, I'd offer "Holy Hell!! They're all trying to kill me! - Steve (Age 40)"). Totally reminds me of an inverse tempest. Very Nice Job!
Thats a nice tutorial reply Slydog - I'm trying to download now (download links hidden amongst a stack of adverts!). If I can generate the sprites with paint.net then that will probably be just what I'm after for the sample programs I'm pulling together at the mo. (Still working my way round GLB but thinking about a retro project to get my teeth into).
I'd had a quick look at polyvectors and was wondering whether there's much of a performance hit in using them if there's a lot of objects bouncing round the screen at once (I'm assuming it boils down to plotting lines on screen every cycle - which is typically a bottleneck in the higher level languages?).
Cheers.