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PAC-MAN-RED

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Everything posted by PAC-MAN-RED

  1. Here are the last few remaining Non-Enemy sprites that I think needed conversion... The Generators. I believe the Wall, Door, and Teleport sprites, amongst others, don't need conversion and could be achieved by using the Playfield to create them instead; That is to say - IF Gauntlet II were ever to be attempted for the 2600. Gauntlet II Non-Enemy Sprites part2 - Generators.zip Of course this next sprite was inevitable... Gauntlet II Death.zip
  2. See... Just like I promised. Gauntlet II Non-Enemy Sprites part1.zip
  3. Just having a little Gauntlet II fun with the Arcade versions Legend screen and the sprites I've made. The sprite sheets and actual sprite files are going to appear in my next post.
  4. Guess what... the Grunts and the IT from Gauntlet II are done. Gauntlet II Grunt.zip Gauntlet II IT.zip
  5. Thank you very much. I still have some more Gauntlet II work to do, but I'm progressing nicely. A ghost shooter would be cool, as I'm a big GhostBusters fan hehe.
  6. All of the sprites have been taken from the NES version of Gauntlet II. They've been put through a Freeware program called Falco GIF Animator which I used to reduce the roughly 16x16 sprites to 8x8 sprites, and then I made them into .SPR files for bBasic. At the most, only a few pixels have been changed to any of the sprites, and/or some whole sprites have been moved either Left, Right, Up, or Down to return the Gauntlet feel that was lost during conversion. Gauntlet II Ghost.zip
  7. Just an update. Sprites Coming soon...
  8. I've made Part 2, the final part, of a few more Knight sprites for everyone. The .SPR files are named so as to not overwrite the earlier Knight sprite files if they are placed in the same folder. And last, but not least, the Slime is a 4 frame animation that includes the still frame. Knight Sprites part2.zip Slime.zip
  9. Wow!!! This is truly a masterpiece in programming if I ever saw one.
  10. Sure I'd like to help you. Just let me know the max size of the sprites, how many frames for them, any color specifications you have and which way the sprites are facing. Great. I've been thinking in a 8x16, maybe 10x10 or smaller, actually the smaller size that show smooth movements when it is hitting the ball; mono color and facing from left to right and forward and backward. The idea is to generate a 3D effect in the player although is a 2D game (very common in tennis games). Probably the best part I am looking for is when the player is serving and hitting the ball so when it can be seen clearly in which part of the racket the ball is touching (similar to Activision tennis) so the game will depend on those parameters. Regards, Devwebcl batari Basic wont support single sprites more than 8 pixels wide. So I went with the 8x16. Took me awhile to make them but they should be at least useful, and feel free to change or omit anything you like. Tennis Player.zip Thanks a lot!!! I appreciate your effort. I will You're Welcome.
  11. A small, but necessary, bunch of sprites added to the pile. Wizards.zip
  12. Sure I'd like to help you. Just let me know the max size of the sprites, how many frames for them, any color specifications you have and which way the sprites are facing. Great. I've been thinking in a 8x16, maybe 10x10 or smaller, actually the smaller size that show smooth movements when it is hitting the ball; mono color and facing from left to right and forward and backward. The idea is to generate a 3D effect in the player although is a 2D game (very common in tennis games). Probably the best part I am looking for is when the player is serving and hitting the ball so when it can be seen clearly in which part of the racket the ball is touching (similar to Activision tennis) so the game will depend on those parameters. Regards, Devwebcl batari Basic wont support single sprites more than 8 pixels wide. So I went with the 8x16. Took me awhile to make them but they should be at least useful, and feel free to change or omit anything you like. Tennis Player.zip
  13. Thanks - Feel free to convert away! There we are, all finished. RevMan1 Sprites.zip RevMan2 Sprites.zip
  14. Sure I'd like to help you. Just let me know the max size of the sprites, how many frames for them, any color specifications you have and which way the sprites are facing.
  15. Unfortunately I don't use vbb, so I can't generate a .spr. I've attached sprite sheets, which hopefully should help with any import. The standing guy front view is less interesting than the walking side view, but the same thing applies in real life. Click on the images to see the gif animation... ...the neck could be filled in for a more realistic (less representational) look, but if the animation stays on that frame for a while your brain starts to see it like the blob of pixels it is. The sprite sheets... These are good. I could plunk the animation into vbb and make them into .SPR files if you'd like? Unless some one beats me to it.
  16. My Sprite infusion for today. Who knows, there maybe another one later today too. Enjoy. Boots Sprites.zip Gauntlets Sprites.zip Knight Sprites.zip
  17. Hahaha... funny. That is the advantage of having a surplus of sprites laying around. Free sprites do help speed the programming process, generate ideas, get results sooner, etc. Reaffirming the believe that the best things in life are free... sprites.
  18. Thank you. And yes it's so true. Motivation is definitely the key. I originally wanted to get back into programming after many years of not doing any programming at all, and try out the Atari 2600 side of things. After seeing that some Assembly may be required (little joke there ), and having little time in my busy schedule to learn Assembly, I began to lose heart. But I soon realized I still had my talent for sprite making. So I shifted my focus, and here we are.
  19. Thank you. I like man's head like Intellivision running man or Aaron Curtis Fall Down game (IMHO one of the best VCS side walking animations): http://il.youtube.com/watch?v=C1lHMgKnq5U&feature=related Unfortunately with bB we don't have single line resolution. My try: Well done variation for the sprites. It'll help give people some more choices for their sprite animations. Thanks for submitting it.
  20. I prefer the 8x12 mainly because there's a lot more room to make the sprites animate nicely, but both look good. Nice job.
  21. Almost need a pencil and a flip-book so that each frame could be drawn properly... and putting a number next to the legs might help.
  22. Speaking of finding time. One still frame plus 3 Frame animation. RunningMan Animation 3Frames.zip
  23. Thank you. I like man's head like Intellivision running man or Aaron Curtis Fall Down game (IMHO one of the best VCS side walking animations): http://il.youtube.com/watch?v=C1lHMgKnq5U&feature=related Unfortunately with bB we don't have single line resolution. My try: I'm glad you like it. I'll add more animated sprites and sprites in general as I find more time.
  24. That site's a good read. And so I've decided to make a 2 frame Animation of a Skating.. er I mean WalkingMan Sprite.. heh WalkingMan Animation 2Frames.zip
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