artrag Posted May 3, 2018 Share Posted May 3, 2018 It looks awesome already! Probably the 3d effect could even improve by adding a color gradient using reds or blues in oder to make the front face of the tower brighter than the lateral faces Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted May 3, 2018 Share Posted May 3, 2018 This version has a background. I actually got nauseous watching the animation! Did anybody else experience that? I think it has to do with the background being completely tiled instead of just having a few scrolling elements. Quote Link to comment Share on other sites More sharing options...
+mizapf Posted May 3, 2018 Share Posted May 3, 2018 Kinetosis... Interestingly, VR headsets now use a kind of tunnel vision when you sweep around ("comfort mode"); the peripheral areas are just gray. Otherwise, your vision system has nothing to cling to, and you start swaying and start feeling dizzy. (I've got a HTC Vive.) Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 12, 2018 Author Share Posted May 12, 2018 I haven't done a lot of work on this, but I did add some doors/openings. I also changed the graphics to look more like bricks. So far it's very simple: a door is added by choosing the right row from a map like this, and copying it to the VDP: There is another map for odd rows, and another map for rows without doors. With this technique each row can have only one door. Pre-defining maps with more than one door would take up too much memory, so additional doors will have to be added on the fly together with platforms, etc. So instead of copying directly to the VDP I have to copy the row to a buffer first where additional objects are added. That's the next step. tower.dsk tower8.bin 8 Quote Link to comment Share on other sites More sharing options...
artrag Posted May 13, 2018 Share Posted May 13, 2018 There has to be a way to store single tiles or transitions between tiles according to the angle of the rotation It would allow full flexibility in building the map Quote Link to comment Share on other sites More sharing options...
artrag Posted May 14, 2018 Share Posted May 14, 2018 (edited) I see about 60 angles in your plot that make the right edge of a door visible from the leftmost to the rightmost side of the tower. The same holds for its middle black tiles and the left edge. A door slice is 4 tiles. The door could be coded by a matrix 4x60. Each row is a tile, each column an angle. Edited May 14, 2018 by artrag Quote Link to comment Share on other sites More sharing options...
artrag Posted May 16, 2018 Share Posted May 16, 2018 I would reduce the height of the blue tiles in background in order to keep the rectangular proportions of the tiles used in the foreground tower Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 17, 2018 Author Share Posted May 17, 2018 I'm very, very slowly working towards a version were the doors and platforms are drawn on the tower instead of being predefined. 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 21, 2018 Author Share Posted May 21, 2018 (edited) This version has platforms, and both platforms and door are drawn programmatically, i.e. without relying on a pre-calculated data. The speed is OK for this demo, but if all platforms were the same width it would be possible to pre-calculate how a platform looks at all angles, which would result in much faster drawing. The 3D look of a platform when it rotates around the edge of the tower could also be improved with this approach. tower.dsk tower8.bin Edited May 21, 2018 by Asmusr 9 Quote Link to comment Share on other sites More sharing options...
LASooner Posted May 22, 2018 Share Posted May 22, 2018 Are you going to create a 3d effect on the edges of the doorways? 1 Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted May 22, 2018 Share Posted May 22, 2018 Once again, I think that we will have a great game! 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 22, 2018 Author Share Posted May 22, 2018 Are you going to create a 3d effect on the edges of the doorways? That's actually a pretty good idea. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 22, 2018 Author Share Posted May 22, 2018 Once again, I think that we will have a great game! Well, it's not a game yet and I don't know if it ever will. Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted May 22, 2018 Share Posted May 22, 2018 So i ran this on real hw, with a finalgrom99 It runs fine but after a bit it gives a loud beeeeeeeee https://photos.app.goo.gl/vQP6rn8tykDrMeXy1 Greg Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 22, 2018 Author Share Posted May 22, 2018 So i ran this on real hw, with a finalgrom99 It runs fine but after a bit it gives a loud beeeeeeeee https://photos.app.goo.gl/vQP6rn8tykDrMeXy1 Greg Possibly a buffer overrun into the >8400 area. Quote Link to comment Share on other sites More sharing options...
+9640News Posted May 22, 2018 Share Posted May 22, 2018 Just a thought here. Is it possible to define a door as a sprite, and you just redefine the sprite for the 3-D effect as you near the edge? The sprite tracks with the movement/rotation? Just a thought. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 22, 2018 Author Share Posted May 22, 2018 Just a thought here. Is it possible to define a door as a sprite, and you just redefine the sprite for the 3-D effect as you near the edge? The sprite tracks with the movement/rotation? Just a thought. The idea is to save the sprites for the player, monsters, and moving platforms. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted May 22, 2018 Author Share Posted May 22, 2018 The doors could have a simple 3D effect like this: 5 Quote Link to comment Share on other sites More sharing options...
OX. Posted June 15, 2018 Share Posted June 15, 2018 The doors could have a simple 3D effect like this: doors.png That simple effect works very good Quote Link to comment Share on other sites More sharing options...
Asmusr Posted June 16, 2018 Author Share Posted June 16, 2018 That simple effect works very good The latest version shows the effect in action. I'm no longer working on this, but I will probably return to it later. tower8.bin tower.dsk 3 Quote Link to comment Share on other sites More sharing options...
OX. Posted June 16, 2018 Share Posted June 16, 2018 The latest version shows the effect in action. I'm no longer working on this, but I will probably return to it later. Shame, I'd love to see it completed. Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted October 8, 2018 Share Posted October 8, 2018 I'm so sad! This demo is a pure jewel. I would have been so happy to see a game using this code.With it, you could make a different game than Nebulus/Tower Toppler. For example, an infinite tower where the player has to go as higher he can to reach something or someone, avoiding obstacles or nasty beasts. I would love to see a sort of Donkey-Kong alike game where steel beams are replaced with this tower. 1 Quote Link to comment Share on other sites More sharing options...
HOME AUTOMATION Posted October 8, 2018 Share Posted October 8, 2018 (edited) Y Edited October 8, 2018 by HOME AUTOMATION Quote Link to comment Share on other sites More sharing options...
HOME AUTOMATION Posted October 8, 2018 Share Posted October 8, 2018 WoW! It,'s CRAZY CLIMBER... atari2600 Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted October 9, 2018 Share Posted October 9, 2018 WoW! It,'s CRAZY CLIMBER... I hope not. What I propose is different than the Crazy Climber game is. Furthermore, and to be frank, I find the Crazy Climber Arcade graphics very confused, near awful. Quote Link to comment Share on other sites More sharing options...
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