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José Pereira

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Everything posted by José Pereira

  1. Hello all. This night I redone little things of the last screen posted (Level 5 screen START). I changed ground floor colour and some diferent colours on the plants (I think it is better now!...): A8bit version: C64 version: Greetings, José Pereira.
  2. Hello all. Todays work: Level5_Screen START: (Using Atari800WinPLus Emultor). Hope you enjoy. More to come tomorrow!... Bye now, Jose Pereira.
  3. A new screen (todays work...): Change the ground floor (always want to change from Lightest Gray into more "terrain" like, but was always thinking of the rocks... and need that colour there.) But I can. Greetings, Josén Pereira.
  4. Thanks. I'll always try to do my best!... Thanks for your support/comments. José Pereira.
  5. Some rework to do on the great stone: Now I think it's almost... perfect!... José Pereira.
  6. Here I am again. I know it's probably the most simply one to convert, but I have to start... And this is the START screen of the game from LN1: I'll be back soon with more (I hope...)!... José Pereira.
  7. Fixed some places/chars on screen. "Level" letters later (not important right now...): Hope to post to first redone screen today. Untill there... José Pereira
  8. P.S. - Sorry, I inverted the objects. It's Rose on "Found" area and the Glove in the "Holding" area. But you get the idea... José Pereira.
  9. OBJECTS: New features: - Holding - Three possible uses: 1.- CHANGE an object with a Player/Buda/... 2.- USING - Use object (normal, like C64) 3.- Continue with that object. Objects can be found in normal way (ground, trees,...), change object with something on screen (Buda, a man,...) or using it to pick another (like glove to pick up the Rose). All this untill now is done with 1charset in each line. And free nº of chars than necessary for Ninja & Enemy Soft Sprites. All Prioritys & game design designed. I will continue, now with the screens. I won't reveal any technical information untill I have something like 2/3 of the total LN1 screens redone to A8. I don't know how long it will take and when this nº of screens are O.K. it will be time to know if someone wants to take the coding. My ideas are simple and can be changed into the programmers needs. I know now how I can manage the priorities between the Players. I also know how to interact PMs. on playing area with this ones you see on the right status area (The change from Black to Lightest Gray on the Paper colour is intentional and not only a matter of taste. Also are this new Objects/Weapons features...),... It took me months but I did it. Hope to give more as soon as possible... Greetings, José Pereira.
  10. Thank you for the fonts. I am trying later. I'm doing some LN1 screens conversion to A8. The Master screen is intended to be something like this (Letters change latter on...): A new weapon to redesign: New weapons catctch/found system: No more floor weapons pick it up. It will be in your battle against an Enemy. If you kill him you'll get his weapon. Diferent kind of enemys and places. Everytime you play it's diferent!... More soon... José Pereira. ninja new weapon_400%.bmp
  11. Hello all. But that Maps as I remember are condensed to strange screen size. I use Gifs you can see in lastninja.lemon64.com in Walkthrough sections, screens catched using VICE Emulator and also on Last Ninja Archives, in LN Engines you can download Soa's Engine version 9... and have almost all the screens of Levels 2,3,4,5,6 (not 1) from Last Ninja 1 (and all the Enemys frames and some objects). By the way I want some help, a little one. If someone good at artistic/pixels designing can do this things to me: Re-design this (2:1 resol. - 160mode) like "Level 1,2,3,4,5,6" with "The Wasteland,The Wilderness, The Palace Gardens, THe Dungeons, The Palace, The Inner Sanctum" using two colours. Size (2:1): 32 Horizontal x 36 Vertical. The "Level" and Number word using this type of Letters: Thanks for your help. Greetings, José Pereira. I wanted to say: "using this type of letters": Sorry, José Pereira.
  12. Hello all. But that Maps as I remember are condensed to strange screen size. I use Gifs you can see in lastninja.lemon64.com in Walkthrough sections, screens catched using VICE Emulator and also on Last Ninja Archives, in LN Engines you can download Soa's Engine version 9... and have almost all the screens of Levels 2,3,4,5,6 (not 1) from Last Ninja 1 (and all the Enemys frames and some objects). By the way I want some help, a little one. If someone good at artistic/pixels designing can do this things to me: Re-design this (2:1 resol. - 160mode) like "Level 1,2,3,4,5,6" with "The Wasteland,The Wilderness, The Palace Gardens, THe Dungeons, The Palace, The Inner Sanctum" using two colours. Size (2:1): 32 Horizontal x 36 Vertical. The "Level" and Number word using this type of Letters: Thanks for your help. Greetings, José Pereira.
  13. Does anyone know if there is a single large JPG/PNG of each level showing all of Last Ninja as one giant image? I couldn't find it on the lemon host LN archives talked about. Complete Maps of all levels Last Ninja 1&2 on gamefaqs.com Jose Pereira.
  14. Sorry, of course the bottom (the great one) are the Ste one. Jose Pereira.
  15. hmmm, just use 2 or 3 DLIs. Then only 1 or 2 PM might be needed, maybe even 1 player & 1 missile. EDIT: Of course the best would be to use bitmapped screen in this case. No charmodes. Just quoting Analmux past post. And I remember something from old pages: Mine: Ste86: And something I did: If yuou do PF0 for the "Kid's" clothe and weapon. PM0 for skin and P1 for the hair, you may have Overlap for the shirt as 3rd colour in Multicolour PMs. format Jos´´e Pereira.
  16. Hello all. MrFish don't get me wrong. You're doing a great job. A great one. You have ideas, present us the most beautifull screen design here so far. You've also spend time and having all that Sprite frames converted to 160Resol. it's a real great job! I don't want you to use my opinion as the only true one, but I think you're trying to do things harder... In your picture you'll have White colour, use this as PF0. You'll get simply Kid clothes, Enemy Pants, Skeletor and the 2 Players Swords. Now see the Maps and correct me if I'm not right: If PF2 it's the Torche, with DLIs you can get the base of it and the fire. Another DLIs to PF2 for the Bottles. The same applys to other objects/Levels (Windows,...). Another thing. As I remember you'll have Bonus Levels where you'll have many Bottles on the same Line at the same time (or you'll wate time doing some kind of Multiplex Sprites). Now you'll have 4Players and 4Missiles or 5Players. The choice is yours. With this one you can create the differernt Players animations, or even use some Missiles on the Flames or Bottles. Another thing: you can enhance the game, like in other versions are put the put the Torche1 fire On and the other OFF and inverse, but this can be done with PF2-Yellow and a only one Missile as Red. When one is on, the other is Off. For the Enemy, try to cut it in horizontal parts and with DLis (Like Analmux suggests) create many different nºs. of PMs. possible.. It's just my opinion. In my head, and if was me I'll concentrate in having all or allmost all PMs. for the Players (or even the possibility of 5th Player to use that method of Front/behind using Priority8). I know this things of design and how long it takes (and with so many sprite diffrent frames, believe I know...) It can take you/me months to get to something we like and probably know 100% (or near) it WORKS! Don't get my opinions wrong, you seem to be interested in this game as I and all A8 users are. Soo, continue your good work, don't give up... You will get to something! Greetings, Jose Pereira.
  17. Hello, I'm back again... MrFish I don't know if you seen my screen. I used your picture (only changed the colours): I, simply use the PFs like this: PF0-White PF1-Gray PF3-Dark Gray Backgr.- Darkest Gray. PF2-Different colours (Torches,Bottles,windows on other Levels,etc,...) I've scroll all the Maps and this and you never have Torches and Bottles on the same Line. Another thing, in the screen construct Bottles are always on the same horizontal lines, so are torches, windows,the horizontal Blue Line onm the Backward wall... If you create a DLI to change the different PF2 colours you only do it once (master screen). In all the screen this Objects colours will be on the same lines. With this you'll get PF0 for some clothes and the Sword. You'll have now the 4Players+5th Player (or 4PMs.) for your man. The colours I choose are only a matter of taste, but you'll get the idea. Hope this is usefull... Greetings, José Pereira
  18. It worked. But here is the MrFish screen I redone with all that PF2 DLIs. lines changing: All done in the same way as on the first Post. But I still don't see why I couldn't send the "Kid" and Enemy as .png and have to change them to .bmp... José Pereira.
  19. What happen to my .png pictures? Let's try again: Dungeons PF2 DLIs. changes: Palace Levels: PF2 DLIs. changes: Palace (to use P2/3 here): Palace_Top Logo.bmp Let's all pray and/or cross the fingers that now it works... José Pereitra Player's and Enemy's clothes and Swords (PF0-white): Kid.bmp Enemy.bmp Kid.bmp Enemy2.bmp
  20. Hello all. Like PeteD I sleep with this game on mind. Soo, I create this: PF0-White PF1- Middle Grey PF3- Dark Grey I've Put Backr.-Black on Top and Bottom. On the Playing area I put Backgr.-Darkest Grey(Colour nº02). Like I said yesterday I change the flames to PF2. With many DLIs you have now different colours on different objects. And the best is that in each Level you create the DLIs. for the first screen, all the others have the same DLIs. on the same lines nºs. This pictures proves that none of this objects are on the same lines and the DLI line it's the same nº for all Level: And the same apllys to the other Levels (The Palce ones): The Palace Levels can also have PM2/3 or P2/3 for this (if you use this for Enemy, it will never be on this Lines): I use White as PF0, so that you can use it for our "Kid" Clothes and the Sword. Also for the Sword and some of the Enemy's clothes. Two things to fix now: 1st - How to construct screen/Charsets. 2nd - Priority between "Kid" and the Walls. For the second I think we can do as Analmux says: Always PRIOR1 and only change to PRIOR8 on that parrticular cases. I don't see any problem here. And you can use PF3/5th Player on that front Rocks. About the first, and seen all the Maps I am trying to cut some lines and join all different objects, I'll try to post something about this today... I had an idea... I don't know if it works... Bye now, José Pereira.
  21. Yeah, it's a bit of a waste losing a PF to pink but I'd rather it look right than look odd by forcing a weird colour if you know what I mean. pretty much any version of the backgrounds anyone has done so far can be done using 4 of the 5 colours with PMs for sprites, spikes, bottles, flames etc Pete Here I am again. Your Lightest Colour as PF0-Major area Player' clothes and the Swords. And I discouver this: Using MrFish example: PF2-Yellow(Flames),PF3-Dark Blue. Just create some DLIs. You'll get PF2(1)-Flames,PF2(2)-Base of the flames(one of the 2colours you're using on it), PF2(3)-Bottle Top, PF2(4)- Bottle Liquid. If you scroll the Maps you'll see this is horizontally possible. José Pereira.
  22. I forget one thing: If on G2F you choose Limit 40chars you'll have one charset in each line. And you'll get 88chars free for Objects/Soft Sprites. Now this turns to a one screen mode and a Screen Multi-Load game (like I'am using in my Last Ninja screens port/conversion), but more simple (I think...), you only cut from the Maps and rework each screen in G2F with 5th colour/DLIs and Players. Hope this fix some problems and be usefull to someone. It'll be great to see PRINCE OF PERSIA on A8. José Pereira.
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