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TIX

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Everything posted by TIX

  1. After further investigation I settle on the following, I think only the first 3 sizes are worth editing, from the 4th down the sprites change to x1 wide pixels.. So 9 new frames (in 2 layers each) to draw .... 7 x4 pixels wide car, 3 frames (1 forward + 2 left/right turn) 6 x4 pixels wide car, 3 frames (1 forward + 2 left/right turn) 5 x4 pixels wide car, 3 frames (1 forward + 2 left/right turn) 8 x1 pixels wide car, 3 frames (1 forward + 2 left/right turn) 6 x1 pixels wide car, forward frame only smallest blob
  2. great !! I meant to do that.. thanks for the effort
  3. thanks man, that's what I needed !! so if the 4 animated cars have the same number of frames as the main car, we have 4x7= 28 + 2 (inanimate cars) = 30 pretty close to the number I count earlier If you find the time to fill in the remaining frames of animation.. it would be greatly appreciated !!
  4. I'm sure they are car related.. Am I correct in my assumption of the sizes of the cars and the animation ? for example the very small cars animate ?? maybe there is another very very small sized car ? I need another pair of eyes on this
  5. thanks for the confidence boost ! yes at times they look (in my eyes at least) higher resolution ! I agree the see-through highlights look better (with the occasional accident here and there) Now the opponent cars.. this is another adventure in the dark.. I will need your help in this ! I think they are 4 sizes, with the largest sharing the frames with our car, 8 pixels wide 7 pixels wide 6 pixels wide 5 pixels wide so we are dealing with the remaining 3, if they are animated the same as the main car we have 7 frames per size, 21 in total. I count 29 maybe 30 frames regarding them.. what are the rest ?
  6. Hey ! still working on this !! Revision 3 (revision 2 was a waste of time..) and final for the main car sequence, is ready (including the tire reflections) I tweak and re tweak them until my head spin.. I end up using the full height of the sprite (24 pixels) ! I'm preeeeety pleased with them. Check it out and let me know: Next in line are the opponent cars Pole Position (new sprites).xex
  7. Have you check the first revision of the car at: http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=605881 Second revision (with the sprites 6 posts up) will be ready soon !
  8. thanks man! well I'll take a look into it when I'm finished with this, there is a big IF the sprites are sorted the same way.. it was brutal the first time round.. What is the absolute best version of Pole Position ?
  9. OK back to business..wow that was a tight fit ! New redrawn sprites ready for inspection, I think I'm done with the main car and I have achieved a smooth animation cycle check them out below (remember they appear flatter in-game)
  10. I'm afraid I don't have the skills Someone else have to step up ! On another note I'm working on a star wars inspired hack of moon patrol
  11. Ahem.. after the glorious technicolor images above, mine looks pretty lame buuut I'm really proud of them, so there: (this is the first revision, they are going to improve further down the road)
  12. yeah great, but if you consider that we are dealing with x4 wide pixels, no its not possible.. the yellow line that the arrow point at, is one pixel !!
  13. Doctor, I have not messed with colors at all.. so I don't know what the problem is !?! About the squashed cars.. unfortunately in the editor I used (aseprite) they appear "fatter" (as the examples I posted in earlier posts) I noticed that very late and in the middle of other difficulties I had, I pushed on to finish the initial hack before I loose interest ! Now that I have them sorted I'll tweak them eventually.. There are 2 frames of animation in every position, I have added the tire highlights only at the forward looking frame, I left the front tires with the simple flash and the double line roll on the back.. I will experiment further and post examples.
  14. Hey guys ! well it's been waay harder than I thought (its my third hack and the first that I have to do the investigation on my own), the f1 frames are all over the place in the rom.. but after many tears I have them sorted ! yes there are 4 frames on the turning animation, and the opponent cars share one of their animation (the large one obviously) with the main car.. Well I have finally replaced all the frames of the main car with my own designs Its not final yet, they need to gain height because they appear squashed they need detail added in the 3rd and 4th frames and I don't know what else.. Then there are the opponents I have to tackle.. But have a look, tell me what you think ! Pole Position (new sprites).xex
  15. Arghhhh there are literally dozens of frames between your car and the rivals in the rom ! it's overwhelming at times for an amateur hacker There appears to be a 4th frame in the turning animation (between the 1st and the 2nd) Back to the editor..
  16. I'm with Rybags on this, I prefer them to be more subtle (with the only negative being the see through), but I will do a comparison gif later on. No it's not Pole Position +.. I think its the standard version with some tweaks done by MrFish
  17. In game shot, looks pretty good ! the car appears flatter than the image in the editor.. I think I have to fatten it up It's now 21 pixels high, the original was 24.. Do you like the see through highlights ? I think they are better, very inconspicuous !
  18. they turn green come on grass is sticky
  19. I think I found a bug, sometimes when I am in the player/missile editor,the layers lose the alignment and when I try to fix it with the slider they become corrupt.. see below:
  20. Another idea is instead of having colored stripes, to have no color (see through) stripes ! see below I also made the rear highlight fatter
  21. tyre highlights on, I tried with two alternating (1).. compare it with how it was (2)! better ? worse ?
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