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Posts posted by TIX
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1 hour ago, TheNameOfTheGame said:Great work TIX! Popeye looks amazing. Love the little touches like the bounce in his gait. I think Brutus is excellent. You've got the proportions just right which was hard to do.
I would vote for the double-wide sprite just to see how it works as compared to the monochrome. The sudden change to monochrome is a little jarring during gameplay.
Top-notch design as always. I know you put a lot of work into the art so thanks very much. I love following these threads and watching the progression from start to finish.
Thanks a lot man
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thanks guys,
yes they are originals
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9 hours ago, Paul Daniel said:My observations from playing RC1 a bit:
The game pays very well, and the work done with Brutus, Sweet pea, the bottles, etc are nicely done
1 . The Player count Popeye head looked a little dark on my display. Not sure if others found the same.
2. Popeye looks great but I was wondering if there is a technical limitation that caused the punch to be in monochrome?
2. I would have to agree Olive Oil would benefit from some adjustments to make her more like recognizable.
Due to limitations in the graphical resolution, those adjustments may come at the cost of rendering her rail thin.
Sadly I do not thing we can get a great rendering at 160x192.
- Yes red is very dark.. the only other option is yellow, and I wanted him to be different from the rest of the letters..
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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 !
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Hey guys,
here is release candidate 1
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)
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I have made a small detour.. I'll post a almost complete binary by the weekend
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Looking great, 1st and last for me !
try one of the top row, they are more pillar-y shaped
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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..
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3 hours ago, cmadruga said:Good stuff, will see if I can turn something around between today and tomorrow that will showcase some of your work.
Thanks for putting it all together!
added a couple better solid ground and water tiles !
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various tiles:
- magma/lava/radioactive
- brick-works
- stone/rock
- misc
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water
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ground
- lantern
I find it way harder to draw a plain solid ground/water tile..
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1 hour ago, artrag said:Hi TIX
nice to meet you here in the Intellivision forum! Intellivision tiles are 8x8 with 2 colors. Its palette in in attach. The screen resolution is 160x96 (actually 159x96), so you have 20x12 tiles on the screen.
If cmadruga is using Foreground/Background Mode (not sure), you can use one among the first 8 colors as foreground and any of the 16 colors as background.
Sprites are monochrome and 8x8 or 8x16. They can be stacked to get multicolor sprites, but there can be only 8(!) sprites at time on the screen.
They can have different zoom factors on X and Y axis.
On Y, they can be :
- hires (where a 8x8 sprite is 4 pixel tall when compared to background tiles)
- normal resolution (a 8x8 sprite is 8 pixel tall when compared to background tiles)
- lowres (a 8x8 sprite is 16 pixel tall when compared to background tiles)
On X, they can be only
- normal resolution (a 8x8 sprite is 8 pixel wide when compared to background tiles)
- lowres (a 8x8 sprite is 16 pixel wide when compared to background tiles)
I hope this can be useful to support your graphic production for intellivision
PS
Awesome animation for the Atari's HERO, greetings!
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
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OK found the dimensions, try these for now !
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rocky wall
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brick wall
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lava wall
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different rock ?
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2 hours ago, cmadruga said:I guess that means...
- If you have any immediate suggestions on cave/wall tiles that wouldn’t take too much time on your side, I would be glad to test them.
- I would leave any detailed animation/sprite work for later.
Let me know your thoughts.
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
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19 hours ago, cmadruga said:Thanks for the feedback, folks. This is not to say that those tiles are final. I put those together in like 10 mins, and am open to contributions or suggestions. While I’m excited about it, I still see this as a (fun) experiment.
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..
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thanks man
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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 !
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Yeah ! no more giant Swee'pea
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5 hours ago, jacobus said:Perhaps TIX could make a new version of Bruce Lee and replace Bruce with Popeye and Yamo and Ninja with Bluto and Brutus ? 🙂
I have other plans for Popeye down the list..
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On 8/27/2019 at 9:21 PM, atari2600land said:I don't.
How would I program that in anyway?
No big deal..
So what do you have in mind for the ending ? want me to prepare something ? or you are set ?
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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
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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:
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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
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Unfortunately the animation suffers from the lightning speed of the walk cycle.. a common problem of games at the time
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29 minutes ago, darryl1970 said:There are a lot of limitations that we discovered as projects progressed. It gives me a newfound respect for those who didn't have the awesome tools we have today. Add that to long compile times, deadlines, memory restrictions, etc., and it really raises my appreciation.
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 !

Mr. Do to Dig-Dug 1.5
in Atari 8-Bit Computers
Posted
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 !