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TIX

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Everything posted by TIX

  1. It's a tight fit.. but seems that it can be done ! I must stay in the boundaries of the original bitmaps, also only a small piece animates so I must fit my animation in there.. I expect Taizo to be the toughest.. will see Fygar's intermission animation ready and correct !
  2. thanks guys, yes they are originals
  3. Yes red is very dark.. the only other option is yellow, and I wanted him to be different from the rest of the letters.. Yes there is a limitation, the other option is to have him as a double wide sprite, that would make him look something like this -> I expected the problem with Olive, so I have ready a more "from the side" approach !
  4. With the help of a friend, work is back on track ! Still at an early stage, don't know how animation will work.. but veery excited !! It's all drawn from scratch, very proud about the Fygar's expression
  5. Hey guys, here is release candidate 1 Popeye Hack (RC1).xex done: new shorter and bouncy Popeye, new bulkier and menacing Brutus new thin as a coat hunger Olive new bottle/spinach/Swea'pee/Wimpy various little tweaks here and there to do: Still not 100% satisfied with Popeye's walk.. but I believe the ultra fast speed of the animation has something to do with it. Still trying to find the bottle for level 2 Brutus staying 1 pixel higher from the ground drives me crazy ! (problem of the original game)
  6. I have made a small detour.. I'll post a almost complete binary by the weekend
  7. Looking great, 1st and last for me ! try one of the top row, they are more pillar-y shaped tiles.bmp
  8. I personally prefer the darker colors of the 8-bit Ataris,
  9. most versions goes for the most garish combinations since we don't have browns, you can play with hues of red and green primarily and throw a yellow here and there when something dangerous.. The pillars must be 2 tiles wide right ? I think this little guy makes a nice looking 3d pillar ? and this when it's ready to crumble.. tiles.bmp
  10. added a couple better solid ground and water tiles ! tiles.bmp
  11. various tiles: magma/lava/radioactive brick-works stone/rock misc water ground lantern I find it way harder to draw a plain solid ground/water tile.. tiles1.bmp
  12. Hello my friend ! I'm new to the Intellivision, always wanted to mess with it, so I'm here to learn and have some fun ! Thanks for all the info
  13. OK found the dimensions, try these for now ! = rocky wall = brick wall = lava wall = different rock ?
  14. Unfortunately Atari's was just a sprite hack.. no tiles were harmed On the other hand it shouldn't be much of a hustle to create a couple for testing purposes.. Intelivision's tiles are 8x8 or 16x16, in 2 or 3 colors ? 16x16 3 colors 16x16 2 colors 8x8 3 colors 8x8 2 colors
  15. Excellent job so far, also a favorite of mine on all platforms ! I recently completed a sprite hack for the Atari 8-bit version of H.E.R.O, final version here -> HERO discussion -> https://atariage.com/forums/topic/285756-hero-sprite-hack/page/3/#comments If you are interested, I will be glad to help upgrade this graphically..
  16. I have left aside the sprites that are almost ready, to mess with the playfield graphics, Almost everything has been redrawn or retouched new lives left retouched moon pointier sign new spinach can new Swea'pee new Wimpy new punch + bottle, on level 2 the bottle graphic is separate, so I can make it something else.. maybe a skull !
  17. I have other plans for Popeye down the list..
  18. No big deal.. So what do you have in mind for the ending ? want me to prepare something ? or you are set ?
  19. new (test) punch frame with new bottle, I can also fit in a skull.. but this might be confusing ?!? no hacked binary available yet, but soon. or or
  20. At last some progress, size analogy turned up just right ! I'm starting to squeeze everything in, with the help of a great Playsoft utility, I can edit the sprites on the fly, so it won't be long.. Also now we have sideways flying bottles ! Problems: Unfortunately the animation suffers from the lightning speed of the walk cycle.. a common problem of games at the time I had to give up of Popeyes Sailing cap.. it looked taller in game. for some strange reason Brutus floats 1 pixel up from the floor, problem of the original. I'm working on it
  21. Yeah I know playfield editing is hard work.. I messed with it heavily, when I hacked Mr. Do to Dig Dug.. all the creatures were playfield, literally hundreds of frames.... it was brutal P.S. excellent work on the Nes version of Popeye !
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