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Papa

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Posts posted by Papa


  1. I'm using a 22 row playfield. This gives you 8 lines per row which is double that of the standard kernel. (The higher res ones above were 4 lines)

     

    The reality is that some backgrounds may need to be removed to allow for all the moves I want to include. Crafty use of half sprites may allow me to keep them all, but I highly doubt it. I may even need to dump a character. No, I'm not dumping Sakura. :-D

     

    Here are the movement animations.

     

    SFW.bin

    • Like 1

  2. Yes, I'm using DPC+ for the higher resolution sprites and playfield. I did drop the resolution a little on the backgrounds, but kept them as close to the originals as possible. I have a lot of movement animation done now. Once everyone has frames for movement I'll be adding jumping and crouching.


  3. Now all the backgrounds are done and the characters move (without animations, yet...). I'm making lower resolution versions of each background in case I run out of room for player moves.

     

    OH..and they're ZOOOOOMED now!! :-o

     

    SFWII.bin

     

     

     

    I'm going to wait to post any more on this until I get some actual animation.

     

     

    Should I keep the zoom?

     

    If I had to get rid of any backgrounds, which ones should I chop off?

     

     

    (In emulation this game may look flickery and crapish. On real hardware it looks great, with only the slightest bit of ghosting.)

    • Like 2

  4. ..aaaaand, I just figured it out! Now there is little to no flicker! Even in versus!

     

    SFW.bin

     

    That was quick. Now time to program moves, A.I., backgrounds, etc.

     

    (upon resetting one half of a sprite doesn't get dropped off the screen. This is just a simple oversight and will be corrected..)

    • Like 2

  5. I'm going to put a twinkie on one side of the screen and then put in:

     

    if x=1 then goto twinkie... :P

     

    Honestly, it's gonna be a big mess at first I'm sure. A lot of comparing one player to another to decide movement and action. I know I'm going to run out of space very fast and will likely scrap the versus mode in favor of a fighting adventure game (or vice versa, if I can get acceptable levels of ghosting or flicker out of those sprites). I have generated an indecent amount of flicker when stacking four sprites across, so having eight pixel wide enemies may be the answer. There are so many ways to go with this, so I'll try to put some updates in when I make a significant change.

     

    I really love how Cherry Blossom (Sakura), and Lotus (Chun Li) turned out. I based my Way (Ryu) and Edge (Ken) sprites on a extra wide (three eight-pixel-wide size) Ryu picture posted by Retro Lord. I redrew him completely and then drew the rest from scratch, making them all sixteen pixels wide (two eight bit sprites side-by-side). This cranks up the detail and raises the flicker factor considerably with two whole characters on the screen.

     

    Wish me luck! (I'm gonna need it...) :grin:

    • Like 1

  6. Retro Lord has inspired my next side project (while the RPG is getting pieced together). It will be a fighting game based on Street Fighter II and Street Fighter Alpha (with maybe a little Streets of Rage thrown in for good measure). I've only the title and menu screens to play with so far but here's a taste of...

     

    Street Fight World!

     

    SFW.bin

     

     

    Pressing fire selects one of the two modes on the title screen (left and right highlight the modes).

     

    Pressing right on the 1 player joystick (or right on the 1 or 2 player in versus mode) runs through the characters.

    • Like 3

  7. Here's my latest. I've added more characters. I'm thinking of having a story mode with drone badguys with the vs characters as level bosses and a versus mode. I halved the playfield resolution to get some more memory and am preparing to set up the actual game.

     

     

    SFW02.bin

     

     

     

    As for higher resolution without DPC. You can go up to 12 lines in standard with 11 visible.

     

     

    Here are my nicknames to avoid getting my nuts put into a guillotine...

     

    Ryu = Way

     

    Ken = Edge

     

    Sakura = Cherry (or Blossom)

     

    Zangief = Bear

     

    Blanka = White

     

    Chun Li = Lotus


  8. Here's what I got done tonight. Pressing start at the title screen takes you to a selection menu. There are four different characters and Ken and Ryu are placeholders for the rest. No play yet, just the select menu. Pressing right cycles through the characters.

     

    I love Sakura!! :love: :lust: :o

     

    I call my game "Street Fight World"

     

    SFW.bin


  9. Yeah..I keep stealing my wife's college notebooks by accident. I'm filling in stuff and then she comes up and says "Do you know where my purple notebook is?". I look down and, sure enough, I have her purple notebook. She then hands me my orange one like I'm a kindergartener and I tear out whatever I was working on and stuff it in there. I scribble stuff down a lot and also copy and past my entire code into notepad every time I make a big change. I then add little numbers to each changed code so if I run into a big snag I can revert to the last working code.

     

    I'm interested in making this work. I may just forgo the close-ups to conserve RAM from the get go. If I get the moves and movement animation plugged in and still have room then I may come up with some face shots.

     

    FUN! :ahoy:


  10. O.k i finally got around to playing it and this is what i think. Firstly congratulations on putting together a great game, I have only two points, one i would say kill the music, its impressive that you have managed to get it in there but it isnt good, the bleepy tones just detract from what is a great game and secondly i would say that the other car model sprites that you come up against actually look sportier than the player car, i found the gearshift confusing and going hi-to low was seemingly random uit never felt much like i was doing it but im sure thats just player error.

     

    I would kill the music and maybe alter the car sprite, but for me just loosing the music would make it fine, id certainly buy a cartridge of this game.

     

    Mmmmkaaaay... I just set it up so at the title screen you can hold down while pressing fire to start and this will disable the in-game music (noise). I also lowered the music (noise) volume by one notch to keep dogs from surrounding peoples houses.

     

    This will be available in the 'for sale' version of Run Out!

     

    Thanks for the suggestion and it was a b with an itch to figure out how to squeeze that last bit in there! It's done, though. So good!! :thumbsup:

    • Like 1

  11. I'm going to have to use DPC+ for this one. I don't mind friendly rivalry as long as it gets games made! I'm not out to prove anything, really. I'm just having a great time!

     

    To do Hadokens I would set each direction to a variable and then use something like...

     

    if a=5 && b=5 && c=5 then HAAADOOOOKEN

     

     

    Yeah, exacactly like that... :-D

     

    :thumbsup:

    • Like 1

  12. Oh, I'm doin' it! Money or no. I will make a SF2 game. :thumbsup: I just need to draw the other characters and figure out how to get it all jammed into an Atari sized game. I may use the Sega Genesis controller for 2 buttons and cut back on the number of attacks drastically for it all to work. This may be the next thing I do as the ball has gotten rolling on it and I hate to stop that ball once it's rolling. :-D

     

    Thanks, btw! I love 8-bit art and 8-bit music!!

    • Like 1

  13. It would be ridiculous, yes! But impossible? Nahhhh.

     

    Here is the normal separation, btw..

     

    RyuDPCIII.bin

     

     

    On my Gemini it really didn't look that bad. I find that computer screens barf all over DPC+ games. On a regular TV Run Out looks really good, although when I emulate it there is always more flicker.


  14. YES! Here is my final update. This adds red guards to the hands and overlaps the edges to bring on a slightly more uniform flicker. Certain changes have been made to make the colors line up better.

     

    RyuDPCII.bin

     

    HADOOKEN!!


  15. Did you play the latest download or one of the earlier ones? I think the gearshift problem may have been real and in the earlier downloads. I may be able to make the music switchable off and on!?! I like it, although it's admittedly annoying as is most Atari VCS 'music'. I will consider an omission if I can't make it switchable. I also have changed the channel that the notes are played through on some earlier versions I was working on, making the music sound better. Earlier versions (before uploading) sounded kind of like a distorted electric guitar. Perhaps this would be something you would like. It's pretty hard to code long musical sequences with the VCS, so things end up being repetitive and bloopy-bleepy sounding. I agree that the other cars are really sporty looking, as might be part of the charm and theme of the original Out Run. A convertible 'Ferrari' vs corvettes and impossibly fast VW Bugs with some cool trucks and semis thrown in for good measure was part of the original, as I'm sure you know.

     

    I've managed to squeeze as much data into the 32k as possible, so fitting a change to the music without ripping it out all together might not be possible at this point. I will try. Changing the channel for what might be a more pleasing result is as easy as changing one number.

     

    Thanks a lot for the honest review! I'm glad you like the game itself. If you haven't tried the latest download, please do.


  16. Love that first sprite! Can I have it? :-D

     

    Also.. You could double up the drawscreens and use player0 for two sprites, one being the front and the other being the back with little or no flicker. Once you start putting sprites side by side is when you'll get into trouble. With the standard kernel you may be able to keep the flicker down to a minimum, but getting more sprites and colors from DPC+ would also begin the flicker fest once they were across from each other.

     

     

    Ryu.bin


  17. Update!!

     

    Pause was jittery on the real hardware (perfectly still in the cycle checker, though...), so it's fixed now.

     

    Now when you pause the game the playfield vanishes leaving everything on the screen except your car. This is both cool and functional as you can get a better look at the little sprites ripping by.

     

    RunOut.bin

     

    • Like 1
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