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    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Gauntlet Classic

    So, I'm putting in initial map/object/tile/etc collision (finally) and ZoriaRPG expressed some worry about performance. Since maps can be huge (for example, an overworld map 64 times larger than FF1 is already doable) this can be a legitimate concern, especially if you are used to stuff like rpg or game maker which is likely to crush your frame rate unless you have a gaming rig. So I thought it would be fun to share a little programming puzzle that you guys can try your hand at. :)

    The throwback game which we want to reverse engineer here is Gauntlet:



    This game ran on 1985 hardware and had ports to the NES and similar systems. Pretty amazing stuff if you think about it. Certainly you couldn't just collide every enemy with every other object every frame?! So.. how'd they do it?


    PS:
    Last edited by Gleeok; 12-31-2015 at 09:44 AM.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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