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Colony 7 Sprites


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Okay, I think I have all of the sprites done for Colony 7. It took a little time to rip the ones from the original arcade game in MAME, but thanks to Snapz Pro X 2, I can capture movies of anything on my Mac. Then it's just a matter of taking the individual frames I need, and importing them into ImageReady, so I can see them as animation.Like this:colony_arcade_anim.gif(enlarged to 300%)The Advisor doesn't do much, does it? Although really, how much action can you expect from an Advisor?Those were pretty easy to capture, since the attract mode of the game puts all of the sprites on one screen.Well, almost all of them.In Colony 7, the enemy ships also zoom in and out of the distance. So there are sprites for those, too. For that, I had to capture gameplay, find the frames I wanted, import them into ImageReady, then realign the sprites (since they zip around the screen while they're changing size).After all that, I end up with these:fighter_arcade.gifscout_arcade.gifbummer_arcade.gifadvisor_arcade.gifSo then comes the trick of making 2600 versions of these.There are a few limitations to deal with:

  • The 2600 versions can only be a maximum of 8 pixels wide.
  • They can only have one color per horizontal line.
  • The 2600's pixels are twice as wide as they are tall.

Now this last limitation can make it difficult to design sprites. On computers, you're dealing with square pixels. So if you draw with the correct number of pixels for the 2600, you end up with something half as wide as it will appear in the game.8_across.gifSo to make a sprite look the way it will on a 2600, you have to draw two pixels horizontally, for every one pixel vertically. But then, you have twice as many pixels as you actually need, and it's easy to put pixels in the wrong place that way.16_across.gifFortunately, Photoshop CS allows you to cheat. There's an option to change the pixel aspect ratio of the document you're working on.custom_pixels.gifBy setting up a custom ratio of 2, you end up with something onscreen that looks like it should, yet still has the correct number of pixels in it.8_across_double.gifThis makes it much easier to draw sprites for the 2600, since you know what it's going to look like in the end, without having to fuss around. The trick though, is when you're exporting it (for a blog entry, for example) and you want it to look correct, you need to make sure to double the width of the document when you export it (use "nearest neighbor" as the scaling option).You can also use the same trick (with a custom ratio of 4) for designing double-width 2600 sprites. Cool, huh?So... for Colony 7, I wanted to try to re-create the look of the sprites as much as possible. The problem is, if I copy them as close to pixel-for-pixel as I can, it tends to make the Fighter sprite too small, and the others too large. So I had to tweak them a bit to look the right size for the game. So for that, I took a screenshot of Manuel's work-in-progress game in Stella, and would periodically drop the sprites in it, to see how they looked relative to each other and the game itself.colony-7-2600.gifThat ended up looking about right. Not too big, not too small.Now then... I was going to post what the final sprites looked like, but the forum wouldn't let me. Some nonsense about too many images. What's the deal with that? This blog is impinging on my creative freedom!Well... phooey on that. I guess I'll just have to post them in the comments. :razz:

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So then, here's what I came up with...

 

Fighter:

fighter_2600.gif

 

fighter_2600_2.gif

 

Scout:

scout_2600.gif

 

scout_2600_2.gif

 

Bummer:

bummer_2600.gif

 

bummer_2600_2.gif

 

Advisor:

advisor_2600.gif

 

advisor_2600_2.gif

 

What I'm not sure about, is if you can change the colors of a given line from frame to frame for a 2600 sprite. I think that Stargate does this for the mutants, but I'm not certain. Hopefully you can do that, because the animation pretty much depends on it. If not... back to the drawing board.

 

That reminds me... if these look okay Manuel, what works best for you graphic-wise for me to get the frames to you? Seems to me there's some program that converts graphics into sprite data, correct?

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Hi Nathan!

 

So then, here's what I came up with...

 

Overall a way cool job! :x

 

Especially the Bummer and the Advisor are just perfect!

Also the zoom in sequences are great!

 

I'm not 100% happy with the full size Fighter and Scout ships though.

 

I don't really like that the hull is *open* in the fighter as this hurts the symmetry. (Maybe I'm just too used by now to see the small shape I did? :x)

 

Also, the Scout looks a bit like patchwork now, with the color compromise in the middle section. That might look better with a solid yellow.

 

Looking again at the original arcade artwork, the color cycle effect looks very similar for Fighter, Scout and Bummer, so maybe all three should make use of the same *glow* effect that works so cool for the Bummer?

 

Or would you have another idea to give the Scout more 2600 identity? It seems a bit too squeezed at trying to get everything done what the arcade Scout does :sad:

 

Probably going a little more away from the arcade, but improving the 2600 look I'd think :)

 

Greetings,

Manuel

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Hi there!

 

What I'm not sure about, is if you can change the colors of a given line from frame to frame for a 2600 sprite. I think that Stargate does this for the mutants, but I'm not certain. Hopefully you can do that, because the animation pretty much depends on it. If not... back to the drawing board.

 

I can do that, but it costs ROM. I need to double the color data for the whole sprite for each color-cycle. I have to see how far we get with the sprites. There's lotsa tricks to save ROM before we're forced to cut frames :sad:

 

That reminds me... if these look okay Manuel, what works best for you graphic-wise for me to get the frames to you? Seems to me there's some program that converts graphics into sprite data, correct?

 

Animated GIFs are perfect. I have a tool to cut them to the right size and export all frames into a single bitmap. Then I only need to convert it to PCX and run a tool over it - done :x

 

Greetings,

Manuel

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These sprites look great :sad: However, I agree with Manuel that the Fighter would look better if you could use a similar effect to the Bummer to avoid the holes in the sides. The Scout looks good to me as it is though. The playerpal tool is good for producing sprite data in the correct form for the 2600.

 

Chris

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These sprites look great :sad:  However, I agree with Manuel that the Fighter would look better if you could use a similar effect to the Bummer to avoid the holes in the sides.  The Scout looks good to me as it is though.  The playerpal tool is good for producing sprite data in the correct form for the 2600.

 

Making the fighter be a scan line taller might help if you added another line above the windows. At the expense of accuracy of appearance, you might also try filling in the mostly-empty scan lines. I suspect a lot will depend upon the speed at which the animation is run; many things which look bad at slow frame rates look fine at higher speeds.

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Especially the Bummer and the Advisor are just perfect!

Also the zoom in sequences are great!

 

I'm not 100% happy with the full size Fighter and Scout ships though.

 

Well, six out of eight isn't bad. :x

 

I don't really like that the hull is *open* in the fighter as this hurts the symmetry. (Maybe I'm just too used by now to see the small shape I did? :))

 

Also, the Scout looks a bit like patchwork now, with the color compromise in the middle section. That might look better with a solid yellow.

 

I agree with both of those comments. I figured I'd put these up first, since they reproduced the "rotating" effect best on the fighter, and got the little colored blinking light on the scout. (And little colored blinking lights are always cool.) But I wasn't really happy bisecting the scout with that other color, and the open gaps on the fighter were definitely a compromise.

 

Looking again at the original arcade artwork, the color cycle effect looks very similar for Fighter, Scout and Bummer, so maybe all three should make use of the same *glow* effect that works so cool for the Bummer?

 

I'll work on that. I've got a couple of ideas.

 

Or would you have another idea to give the Scout more 2600 identity? It seems a bit too squeezed at trying to get everything done what the arcade Scout does :sad:

 

That's exactly the problem I ran into. It's a busy little sprite. :x

 

I suspect a lot will depend upon the speed at which the animation is run; many things which look bad at slow frame rates look fine at higher speeds.

 

Actually, the fighter does look pretty cool running super-fast. But I was trying to approximate the color cycling speed from the arcade, so I slowed it down.

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Here are the revised sprites. The fighter animation is running twice as fast as the others. It seems to look better that way. At any rate, the speed can always be dealt with later. I'm just trying to get the frames right. :sad:

 

Fighter:

fighter_2600_3.gif

 

fighter_2600_4.gif

 

Scout:

scout_2600_3.gif

 

scout_2600_4.gif

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Animated GIFs are perfect. I have a tool to cut them to the right size and export all frames into a single bitmap. Then I only need to convert it to PCX and run a tool over it - done :sad:

 

Color or black and white? (And if black and white, should the sprite be black or white?)

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Hi there!

 

Here are the revised sprites.

 

Cool! We're there with the Scout! :x

 

The fighter animation is running twice as fast as the others. It seems to look better that way.

 

It is definitely an improvement. But I'm sure it'd look even better if it was only 3 lines tall, keeping the vertical symmetry as well :sad:

 

At any rate, the speed can always be dealt with later. I'm just trying to get the frames right. :)

 

That's fine as the speed will be determined a little different on the VCS anyway. For a GIF you measure in 1/100s of a second, while the VCS updates sprites every nth frame.

 

Animated GIFs are perfect.
Color or black and white? (And if black and white, should the sprite be black or white?)

 

Color is fine. At best they're just 8 pixels wide and not optimized.

 

If your tools optimize them automatically though, that's no problem either, my GIF tool can unoptimze them again :x

 

Greetings,

Manuel

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It is definitely an improvement. But I'm sure it'd look even better if it was only 3 lines tall, keeping the vertical symmetry as well

 

Pick, pick, pick, pick, pick. :sad:

 

A couple more options for the Fighter. Four pixels high:

fighter_2600_5.gif

 

Three pixels high:

fighter_2600_6.gif

 

The reason I'd made it four pixels originally, was because three just seemed too small compared to the other sprites.

 

Color is fine. At best they're just 8 pixels wide and not optimized.

 

Can do. That's how they are natively. All I have to do is not save them at the larger size. Once we get the fighter nailed down, I'll put those up.

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Hi there!

 

Once we get the fighter nailed down, I'll put those up.

 

:sad:

 

Ok, let's use the 4 line symmetrical (fighter_2600_5.gif) then :x

 

Greetings,

Manuel

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Here you go...

 

Fighter:

fighter.gif

Fighter zoom:

fighter_zoom.gif

Scout:

scout.gif

Scout zoom:

scout_zoom.gif

Bummer:

bummer.gif

Bummer zoom:

bummer_zoom.gif

Advisor:

advisor.gif

Advisor zoom:

advisor_zoom.gif

 

Let me know if you need anything else. :sad:

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Hi Nathan!

 

Excellent work all the way! Thanks a lot for these! :sad:

 

I hope Colony 7 development continues quickly so that we soon can see those sprites in action. Next I want to add the shooting/crosshair code and the shield destruction bits to complete the particle code. Asap when that is done I'll add your marvellous sprites!

 

Thank you! :x

 

Greetings,

Manuel

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Hi Manuel,

Animated GIFs are perfect. I have a tool to cut them to the right size and export all frames into a single bitmap. Then I only need to convert it to PCX and run a tool over it - done :)

Would you care to share your fancy tool(s)? :)

 

-bob

 

EDIT: Whoops, I thought this was in Manuel's bloggy! I'll PM him directly.

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Hi there!

 

EDIT: Whoops, I thought this was in Manuel's bloggy!  I'll PM him directly.
That's okay. My blog can use the traffic. :)

 

Uihjha, guess I didn't see that comment for the old entry, as Nathan already commented something on a newer entry and in the blogs overview only the newest comment entry is visible... :)

 

Thought to mention that I just picked up work on Colony 7 again (The non-working DSL connect last night sure helped it :)). I'm almost done with the "Own Shot Trails" code now, just need to check some behaviour and the fire rate vs. MAME for some final fine-tweaking. Tonight I'll try doing the "Shield destruction code" and right after that I'm finally gonna add the sprites. No promise on a release date for this, but I'll try working on it a little every night now... :)

 

Greetings,

Manuel

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Hi Nathan!

 

I just started adding the sprites to the game and noticed something: Advisor, Fighter and Bummer have 5 zoom states before they reach full size, while the Scout only has 4. For any programming logic it'd be best though, if they'd all use the same number of frames.

 

So could you possibly add a fifth frame to the scouts zooming sequence? I think one more might just fit between 3rd and 4th. Or between 1st and 2nd, if that is easier.

 

I know I could probably do that by myself as well, but don't want to mess with *your* sprites :)

 

Greetings,

Manuel

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Hi there!

 

Here you go:

scout_3.gif

 

And actual size:

scout_3a.gif

 

Cool, thanks!

 

I was able to squeeze this in among umpteen-dozen other sprites I'm working on this weekend. ;)

 

Guess I better wait some days before asking for explosion sprites? :);)

 

Greetings,

Manuel

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Hi there!

 

Guess I better wait some days before asking for explosion sprites?
How does January work for you? :)

 

Sure, sounds good! ;)

 

Greetings,

Manuel

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