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Limbo game


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No reason why it cant be ported

Hi res for scene , using the shades and luminous of grey black and white

Parallax scrolling can be done , mostly I saw trees like moving around.

Main dude can be combined out of 2 sprites with his eyes as 2 pixels

All scenares will use software sprites (spider and traps and rope )

Screen uses fine scrolling

Each level should use the same address space (overwrite the previous level) and id there is not enough men then use a carrridfe and use its mem to use levels

 

I am going to start working on main char sprites animation

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Not being as experienced as emkay, I don't really see how. It would have to be very different.

Seeing the latest entries, I understand your position ;)

 

But, I tell you that a reasonable version of that game is possible, not needing the eye cancer causing transitions as in the C64 version.

You can use basically 3 colors for hires. additionally the hardware priority of the PMg will help adding all possibles tones (0,2,4,6,8,A,e) for the graphics. Playfield is giving the needed hires for the details.

There is not too much going on on the screen. So things can be prepared . The only problem is to get Atari coders to the point that several "treads" have to be used then. If the protagonist is walking alone, the rest of the CPU time needs to handle parts of the upcoming graphics. Loading Stuff from a cartridge is recommended.

Talking to C64 guys for help is like asking a fish for getting milk from a cow.

 

For the books ;) :

 

the black color needs to be $D017 and the brighter value $D01A .

For that, the protagonist can be underlaid by a PLAYER , to get the eyes. Adding the other PLAYERS and missiles offers 4 distinguished colors .

PM should be carefully placed to get filtered at the edges by the playfield. Vertical changes allow to use 4x width, which means a little compromise with the background shading.

Edited by emkay
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How do you want to use PMG for the whole screen ? You can do it easily in 4x mode .. but you can only change color 5 times per line. You can use 2x and move PMG in DLI .. I was able to spread them to 144 pixels out of 160. Maybe I could do even more. But all you do is shifting the PMG position. You don't have time to change colors or shape.

I just don't see it.

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How do you want to use PMG for the whole screen ? You can do it easily in 4x mode .. but you can only change color 5 times per line. You can use 2x and move PMG in DLI .. I was able to spread them to 144 pixels out of 160. Maybe I could do even more. But all you do is shifting the PMG position. You don't have time to change colors or shape.

I just don't see it.

If you have the PMg , why do you want to do color changes in a scanline?

The most relevant color is black. Then a brighter color builds a huge part of the background, too.

The available PMg will allow to add shade values, while the main impression of the black color, which is actually the relevant part of the game, shows all in hires.

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Why not supporting the strength of the A8 with it's 16 greys?

The boy would be a PMG, interactive objects maybe too:

 

Good idea.

 

Here's a quick render in Gr. 9 and the boy as a PMG.

 

Note, the I didn't do anything with the other smaller graphics there.

They could be improved by editing, and using some pmgs too.

 

Limbo Background 1 (lighter).xex

 

post-6369-0-07529200-1543977853_thumb.png

Edited by MrFish
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Why not supporting the strength of the A8 with it's 16 greys?

The boy would be a PMG, interactive objects maybe too:

 

attachicon.gifLimboGR9.png

 

The scattered resolution of JAG could be also useful to show e.g. the spider with a sufficient granularity:

 

attachicon.gifLimboJAG.png

 

Executables:

attachicon.gifLimbo.zip

 

 

 

Why code or show examples when you can just talk shit about how it's not possible? Man, you people that actually "do" stuff :)

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Good idea.

 

Here's a quick render in Gr. 9 and the boy as a PMG.

 

Note, the I didn't do anything with the other smaller graphics there.

They could be improved by editing, and using some pmgs too.

 

Limbo Background 1 (lighter).xex

 

limbo gr9.png

It looks good. Main char though doesnt look hi res as he should.

 

Is there anyone up for the task of porting this? Even just the demo level ?

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It looks good. Main char though doesnt look hi res as he should.

 

Because if is going to be that 4:1 ratio using 16luminances black/grays&white then the guy and other choosed things to use PMGs can only be in 2:1 ratio.

 

I think it's a fair trade-off, considering you're now bringing in a 16 luminance background.

 

A 2:1 character looks fitting on a 4:1 background.

Edited by MrFish
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Why code or show examples when you can just talk shit about how it's not possible? Man, you people that actually "do" stuff :)

Have you ever realized that most of your entries point so something like trolling?

I see, you're a subscriber. I wonder, if you only "subscribe" to get a right for trolling?

 

Of Course , I'd also like to see a game, using gr. 9 that way. But people want to have that "hires" touch. And this time I'm on that point (given by the Atari's specs) that it is possible to have a well rendition of this game , if PMg is used well, underlaying Antic F.

But you guys only live in your own pre-rolled world, as it seems.

Edited by emkay
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Admittedly the details can be made to look pretty nice in hi-res, and the dither is decent too; but I'm also not

sure about P/M usage here.

 

So, I'll help you out a little, emkay. Here's a decent playfield screen. Go ahead and add some P/M's to it, if

you like, and see what you can come up with.

 

[Graph2Font & XEX included]

 

Limbo bw.zip

 

post-6369-0-68669500-1544053736_thumb.png

Edited by MrFish
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