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TIX

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Posts 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 !

     

    fygar-animation.gif.e5143e912ddfccb050d051f60564b198.gif

    • Like 5

  2. 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 ;-)


  3. 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.

     

     

     

     

    1. Yes red is very dark.. the only other option is yellow, and I wanted him to be different from the rest of the letters..
    2. 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 ->image.png.b589da5eedc4818591394ae453b0bf9c.png
    3. I expected the problem with Olive, so I have ready a more "from the side" approach !
    • Like 1

  4. Hey guys,

    here is release candidate 1

    image.png.9dfc2ed9c91d7ae51942d81faa692c4d.png

    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)

     

    • Like 10

  5. most versions goes for the most garish combinations :P

    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 image.png.062f5ef410aa18936cbe2708b870365d.png makes a nice looking 3d pillar ?

    and this image.png.253b46ba1d041f5c9529a2c0415a1775.png when it's ready to crumble..

     

    pillars.JPG.08f8bb3573e8c1cda5facb9f725be94c.JPG

     

    tiles.bmp

     

     


  6. 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 ;)

     

    • Like 1

  7. 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 :P

     

    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 ?

     

    image.png.51b43dbefc6092dcef4150753a19ac4c.png   16x16  3 colors

    image.png.f59bcd9afa03d8be0c293592b9939a1a.png   16x16  2 colors 

     image.png.3e00cb1207dc37190b39fed982d3437a.png     8x8  3 colors

     image.png.4e80151144a660204a52e97a760b432a.png     8x8  2 colors

     

     

     


  8. 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..

     

    Roderick-new.gif.b128d1b808ed4fd3a938144395354ed6.gif


  9. I have left aside the sprites that are almost ready, to mess with the playfield graphics,

    Almost everything has been redrawn or retouched

     

    1834078031_livesleft.JPG.ed940c564995cb87329a1a4860a679bc.JPG new lives left

     

    moon.JPG.fa7ea8e3459797f3f89f423b701c933c.JPG retouched moon

     

    sign.JPG.accd1868ff5de90fcea35201bf45bccf.JPG pointier :P sign

     

    spinach.JPG.3e1271f3cccdf176539cf3d3b33d5772.JPG new spinach can

     

    sweapee.JPG.0369abd4e6ce5994893f4d9188841a02.JPG new Swea'pee

     

    wimpy.JPG.5e7429f60ed6d034947b0803d49afe80.JPG new Wimpy

     

    1281153895_punchbottle.JPG.bd8ca578e366a9b62d6c2eab33dcc004.JPG new punch + bottle,  on level 2 the bottle graphic is separate, so I can make it something else.. maybe a skull !

     

    • Like 11

  10. At last some progress,

    size analogy turned up just right ! :D

    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 !

     

    Compo2.JPG.c6653e9ed27cde4b4aabcfb10a84b2dc.JPG

     

    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

     

     

     

    • Like 3

  11. 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  :-o

     

    P.S. excellent work on the Nes version of Popeye !

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