Posted 28 October 2008 - 11:15 PM
So, followup on that implementation thing: wow, blast from the past. I thought I'd probably be able to give you a few pointers but I wasn't expecting the code to be THIS old-fashioned. Which is not meant as a slight; props to you man, for slogging through all that in hard code, you've more patience than I. Ten years ago you'd be a force to be reckoned with, poised to compete with the interface and animation greats like snigwich or duhreetoh. Now, well, you have so much to learn about working with MZX it gives me tingles. So as a gift for making me feel both old and new, I've whimsically taken it into my head to rewrite this thing for you and make the code twenty times shorter, and scalable. That's the big thing that's going to kill you when you try to use this in a game: the engine you wrote just isn't going to scale, because you've done everything by hand in robotic, and everything you add will have to be done the same way. What you want instead is to separate code from content, as any good software engineer has learned. So I intend to show you how that's done.
"God, it just makes me feel all fuzzy."
To lie is to change the truth.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.
-Wervyn