+therealbountybob Posted August 24, 2014 Share Posted August 24, 2014 How about Rainbow Walker? Whomper Stomper perhaps?! 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted August 24, 2014 Author Share Posted August 24, 2014 How about Rainbow Walker? Whomper Stomper perhaps?! Rainbow Warrior, already on the list (previous post), Whomper Stomper, 21 colors. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted August 24, 2014 Share Posted August 24, 2014 Hum there is one coming up soon but sorry as it will only have 21colours in-game because it just have one little litle 3colours lines rainbow But it is a good game I think 2 Quote Link to comment Share on other sites More sharing options...
8Bitjunkie Posted September 4, 2014 Share Posted September 4, 2014 Could someone please count the colors of this?thank you very much... Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted September 5, 2014 Share Posted September 5, 2014 Could someone please count the colors of this? thank you very much... Bild-Level15.PNG Well, XnView and Irfan-View both report 59 unique colours. Not sure if this is correct, but I guess so. Now turn off the DLI`s and show the same picture again... 3 Quote Link to comment Share on other sites More sharing options...
bfollett Posted September 5, 2014 Share Posted September 5, 2014 (edited) Elektra Glide (28) Edited September 5, 2014 by bfollett Quote Link to comment Share on other sites More sharing options...
8Bitjunkie Posted September 5, 2014 Share Posted September 5, 2014 Well, XnView and Irfan-View both report 59 unique colours. Not sure if this is correct, but I guess so. Now turn off the DLI`s and show the same picture again... Ah, thank you. So i have to insert just another 6 colors :-) 65 colors sounds nice to me and will beat up my own Amiga version (which had 64 Colors) BTW: It is not easy to turn off the DLI, for the reason: there is only ONE DLI, and the code races the beam switching Fonts, moving Player, changing Colors. So, if i turn off the one and only dli, you will see only one color: black :-) 3 Quote Link to comment Share on other sites More sharing options...
emkay Posted September 5, 2014 Share Posted September 5, 2014 4 color registers for the playfield. 4 color registers for the players/missiles 1 more color register shared between the playfield and player/missiles. at any vertical row of the screen a display list interrupt can change any/all the register values, and this can be done multiple times per screen. (down to each scan line if you're determined.) also, different priority settings let two players' color mix to create three colors. and priority settings can cause the players/missiles' colors to mix with the playfield, creating new colors... (the total possible colors from priority/playfield/player-missile mixing is 23 colors including the background.) Then there is page flipping -- swapping between two different graphics patterns/palettes every frame averages the colors together, and can produce even more apparent colors..... Then there's mixing different GTIA modes, and PAL blending, etc, etc, etc. There's one point missing. You can do midline changes of all GTIA Registers. I know, it's just a "fixed image game" , but uses 100 colours and hires side a side to enhance the screen information. 1 Quote Link to comment Share on other sites More sharing options...
snicklin Posted September 7, 2014 Share Posted September 7, 2014 I think it is more interesting if the colours are in the main action part of the screen of the game. Those colours in raster bars or static parts of the screen (for me) do not count. 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted September 8, 2014 Share Posted September 8, 2014 I think it is more interesting if the colours are in the main action part of the screen of the game. Those colours in raster bars or static parts of the screen (for me) do not count. Do NOT count ? hm... I'd say, you're almost right, but colours in "fixed" ranges of a game screen should count, if they help to enhance the gamedesign. Colours, that were just added, because of showing "DLIs" should not be added. Dimo's quest, looks nice, but the DLI colours do not aid the game design, neither were they a part of the action part. In Rainbow Walker, the colours are a part of the action, so the visual colours count. And, Admirandus, well, the used colours were to aid the game design , which they do very well. And, if somewhere in the future may a full Rasta Converter Image Graphics Adventure could arrive, even 256 colours would count with those static pictures. So the "rule" has a very fluent border , and the Atari has very fluent varieties of creating a technical base for optimising any game visuals. 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted September 11, 2014 Share Posted September 11, 2014 I think it is more interesting if the colours are in the main action part of the screen of the game. Those colours in raster bars or static parts of the screen (for me) do not count. Well, 'action part' of screen in my game is starting to get pretty colorful ps. Technically only 4 colors per scanline ... 8 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 11, 2014 Share Posted September 11, 2014 "Welcome to Whomper Stomper..." last time I heard that for ages.... great voice... 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 11, 2014 Share Posted September 11, 2014 Well, 'action part' of screen in my game is starting to get pretty colorful ps. Technically only 4 colors per scanline ... the monk screenshot.png Pop... Looks good! Quote Link to comment Share on other sites More sharing options...
+MrFish Posted September 12, 2014 Share Posted September 12, 2014 (edited) Concentration, from the New Aladin disk magazines that Savetz posted the other day, has 23 IIRC. Pretty smartly laid out. But I don't find Concentration too terribly interesting, especially when (as is the case here) the programmer has prolonged the time it takes to reveal items/graphics after selecting them. Edited September 12, 2014 by MrFish 2 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted November 15, 2014 Author Share Posted November 15, 2014 Concentration, from the New Aladin disk magazines that Savetz posted the other day, has 23 IIRC. Pretty smartly laid out. But I don't find Concentration too terribly interesting, especially when (as is the case here) the programmer has prolonged the time it takes to reveal items/graphics after selecting them. Concentration.png Very colorful! Which disk? Quote Link to comment Share on other sites More sharing options...
+MrFish Posted November 15, 2014 Share Posted November 15, 2014 Very colorful! Which disk? New Aladdin Vol. 1.3 (Dec. '86) Quote Link to comment Share on other sites More sharing options...
Roydea6 Posted November 19, 2014 Share Posted November 19, 2014 Concentration, from the New Aladin disk magazines that Savetz posted the other day, has 23 IIRC. Pretty smartly laid out. But I don't find Concentration too terribly interesting, especially when (as is the case here) the programmer has prolonged the time it takes to reveal items/graphics after selecting them. Concentration.png I was able to load this whole Aladdin part 1-4 to a partition and folder onto a SIDE2 cartridge with Sparta Dos 446 and Concentration seems to play faster than when on DISK or SIO driven. Took a few minutes to understand all the matching icons, but after a couple of hours the game looses some appeal. Quote Link to comment Share on other sites More sharing options...
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