Search found 7 matches
- Mon Jan 11, 2010 4:47 pm
- Forum: News and Announcements
- Topic: Square root program
- Replies: 5
- Views: 19807
- Sat Jan 09, 2010 7:08 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Organization
- Replies: 16
- Views: 36723
640k, got it, thanks. However, what I meant by memory is, say I have 500 SHARED ARRAYS, won't that take a jimongogantis chunk of the 640k? Also, I'm in Screen 13, not 12, so the three files isn't something I have to worry about, I have one map filling most of the screen, with an area below and on th...
- Sat Jan 09, 2010 11:32 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Please post a reply if your question has been answered!
- Replies: 4
- Views: 72982
- Sat Jan 09, 2010 11:27 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Organization
- Replies: 16
- Views: 36723
Oh my gosh, I never thought of drawing over the character BEFORE moving him. Thank you so much! I have three more questions, if you wouldn't mind patronizing me: 1. The limited memory in QuickBasic, does it apply to the compiled file? I. e. Spore, a popular computer video game, written in C++, has n...
- Fri Jan 08, 2010 10:43 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Organization
- Replies: 16
- Views: 36723
- Fri Jan 08, 2010 9:13 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Organization
- Replies: 16
- Views: 36723
- Thu Jan 07, 2010 7:54 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Organization
- Replies: 16
- Views: 36723
Organization
I have two questions: 1. How do you organize your video game graphics/Sprites? I have mine all listed out, Bit-mapped, and stored in their array in the main tier. They are organized like this: ======================================== ':::SPRITES::: '\\\RANDOM GUY/// [Read loop Goes here] {Data Bitma...