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José Pereira

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Posts posted by José Pereira


  1. 44 minutes ago, Yaron Nir said:

    the game will be worked till final completion, but for now i want to be done with the ice level and some other screens that @José Pereira has updated (like get ready, finish level , game over etc...)

    Here's some of them:

    1462375298_Betweenlevels_gamestart_Allin2x1.png.78dc5dc92f54210cedd6bd931386f15c.png 602163686_Betweenlevels_Allin2x1.png.7726cd0c52d2aeffed07293336f0651e.png 1336866325_Betweenlevels_areaboss_Allin2x1.png.36c32e2635f15720ce82f73f1a0446cc.png

     

    1074934482_BonusandDollscreen_MISSILESonBonusnumbers_withArcadeflower_Newdoll_Allin2x1.png.5c2965a8516ee616fa12f575aa62f707.png 1520694995_BonusandDollscreen_MISSILESonDollnumbersandhowmuchcollected_withArcadeflower_Newdoll_Allin2x1.png.8b2e146a8a01be6212e9223be45ca525.png

     

    1768255989_GameOver_Allin2x1.png.5b69b2a76987d65e7f7386839a869541.png 442161707_GameCompleted_Allin2x1.png.0a84f2f0debf9cdb69c25c8720b2beb8.png

     

     

     

    1700623949_Hi-Scores_Allin2x1_enteryourname.png.8dc82cbab87f32dfd12982c384877764.png 1209767457_Hi-Scores_Allin2x1_allnamesin.png.b34aa18c65632d3c5c9115427f0fc72e.png

     

    Will have some little changes but still more or less around this...

    • Like 4

  2. Hi.

    I think that C64 game is indeed a use of an old type of Space Invaders just changing gfxs.

    Said this I don't think it would be offensive but it should be something really related not like, for example this C64 one. What shooting has to do with the actual pandemic?

    You can do the game like you're doing even simple just for fun.

    This Morning I was thinking about this and I'm almost sure a real check would be someone(s) design a really nice and addictive to play based really on the Corona Virus and if is good send it to the ABBUC contest and 'et voilá', if is good for sure will get many votes if not win but sadly is now too late for it (if I'm remember it correctly isn't it like last years deadline on 31st of July?).

     

    Some of my ideas:

    -> Like in Jungle Hunt water scene we have from time to time going up face out of the water to breath showing the air line on the status. So in this game we should avoid others...;

    -> Like Jack the Nipper we have also a bar, the Naugthyometer 😄 so the game could be multi-screens on a city going trough the streets and enter each building where we'll have different tasks to do and stuff to avoid...: Not touching objects without constantly washing and disinfected hands, keep distance from others (some can be and others not but we never know so a kind of randomize settings for these).

    The buildings could include supermaket, post office, bank, police, shoes and clothes shops,... but also could include, perhaps in top down view bus, metro,... not only walking on the streets and inside buildings

    In the beggining our guy have a sheet of tasks/places he should go and do.

     

    This is what would makes the difference and be a real related but also learning (for kids also). 

    Shooting virus sprites,... is just taking the virus to do something that isn't like the reality and the times we're facing.

    Though not in time for ABBUC but perhaps someone after this wanna code a game based on this ideas. If so I have some more to join with these ones and we can talk. I can develop some 'starting mockucks', DLIs, colours,... and we'll just need some gfxs expert to them better.

    Just my idea but you continue doing your game.

    :thumbsup:

    • Like 1

  3. On 7/9/2020 at 4:37 PM, José Pereira said:

    Hi.

    Let me just give a little help before work continue and wasting the time...

    All moving guys (including Jack) use 2PFs (playfield colours same as on the gfxs) that are black and red. Then each one uses a Player and a Missile to give the 3rd colour.

    So the red and black can be used on all in their width (9, 10, 11, 12,... pixels whatever be) but the 3rd colour (white in Jack, light gray on robots or light brown on birds or the round/circle creatures) Player (8pixels) and Missile (2pixels) can only have a maximum of 10pixels width if the the two are consecutive or 8[space(s)]2 pixels / 2[space(s)]8 pixels so there's already frames that'll not be possible on Jack because white has 11consecutive pixels on some of his scanlines.

    👍

    I said this thinking it'll help and you figure the sizes but you prefer to waste time then in future any wants to replace you have to do it all over again:

    On 7/9/2020 at 5:15 PM, TIX said:

    Thanks for the explanation

     

    this is a side project for me, I don't plan to hack the game, as long as the guys @Tezz + @tebe are against it.

    If sometime later they decide to back me up, I'm sure we'll iron out all technical inconsistencies.

    Till then no time wasted, I'm just enjoying myself  ;)

    Why? Many days later you continue to have more than  10consecutive pixels for that 3rd colour that is the Player&Missile on each of the things...

    You're great designing but why not if someone says you go that way and not showing things people say:

    "Wow!... That looks great!"

    Then a coder or other says:

    Oh! Yes but isn't possible, sorry."

     

    We had similar talking on WonderBoy sprites and other stuff there and you kept doing things same way over and over again untill one day you realized and changed for a possible way.

    The time is your but if one time per each then it leaves you time for many others A8 need a remake and all will Thanks yo very much.

    Sorry but please do things as they can be so that maybe, in Bomb Jack case, just replace data for the new sprites and game code still the same.

    Don't get me wrong as we all want the best on and for A8...

    Thanks.


  4. Hi.

    Let me just give a little help before work continue and wasting the time...

    All moving guys (including Jack) use 2PFs (playfield colours same as on the gfxs) that are black and red. Then each one uses a Player and a Missile to give the 3rd colour.

    So the red and black can be used on all in their width (9, 10, 11, 12,... pixels whatever be) but the 3rd colour (white in Jack, light gray on robots or light brown on birds or the round/circle creatures) Player (8pixels) and Missile (2pixels) can only have a maximum of 10pixels width if the the two are consecutive or 8[space(s)]2 pixels / 2[space(s)]8 pixels so there's already frames that'll not be possible on Jack because white has 11consecutive pixels on some of his scanlines.

    👍


  5. 1 hour ago, rensoup said:

    The font is a little bigger because it would flicker too much otherwise. I find it's a good compromise.

     

    It will be switchable in the option menu. Just curious what's your screen' size ?

    But why flicker? 

    :?

     

    :arrow:

    1 hour ago, rensoup said:

    How dare you criticize Karateka ?😃

    :-o

    Trying to be funny yeah? That only shows what's your sense of community and the others opinion...

     

    :arrow:

    56 minutes ago, Jacques said:

    😉Actually I didn't criticize Karateka I just wrote what wins comparison when we discuss Prince of Persia.

    If it's about PoP style and climate, it's honestly no brainer🙄


    742498107_Screenshot_2020-05-31UnicornsseasonPrinceofPersiafortheA8.png.42b76622edfbdce36d9058c2900d9b2c.png

     

    282819893_Screenshot_2020-05-31UnicornsseasonPrinceofPersiafortheA8(1).png.00f22aad4ce97f7673ebddf3bfe75da7.png

     

    And I really hope you at least abandon contoured first letter, (fill it! ;-) ) as it's totally inconsistent with the rest of text, it's natural to be a bigger font of the same kind, not contour vs filled.
    I also hope you won't overdo it stamping your authority (own style) on conversion, doing changes just for the sake of them 😉

    While dungeons and TIX's player/enemies turned out great, here's a reason for serious concern.

    Of course he knows what and understanded it totally well.

    Karateka was first Jordan's game, I think, and he did those letters but then he really done a great job on the PoP intros screens gfxs and text.

    I think no one is really happy now seeing lost the beautifully coloured text and is still to come the big letters logo with palace and stars screen more the girl/sand watch with Jaffar or Prince.

    So we all have really have reason to be concerned.

    No one, I think, other than them, can say that the top black white 'funeral type' :lolblue: (and with flicker is even worse) is any better looking or wahtever than that called by 'bathroom style'.

    That's different ways of seeing and react to things but I couldn't be quiet seeing what at first promise and was going well suddenly turned into this.

    In the end maybe people 'get out of the box' and post their feels...

     

    And as a side note Saberman posted PoP on his YouTube channel:

    And there's the @emkay comment. Not many times agreeing but please guys, is all said there:

    Quote
    This "work in progress" of PoP is really weird. There is now something available that points toward a lot misplaced games in the past. It works well as it is. The ambient that the colors make possible is really great, and the coder really did the needed trickery to get things graphically very impressive. Some of the Audio needs rework. While the "end of level" tune sounds POKEY-perfect, the tunes where the Prince is reaching something, still sound like a dying cat. Then still the flat FX in the video? And now we have the problem that the coder has some weird ideas with the prologue screens. Even more funny, while he gets the game that far, he seems not able to write one sentence in english without a typo ;) . Well, let'S wait and see, if the game will be released finally, and including the necessary fixes.

    :thumbsup:


  6. 1 hour ago, rensoup said:

    So I tend not to post stuff that's not fully done but I'd like to not leave everybody confused with that text thing so here's an updated version... still WIP of course

     

    fntfl.png.d2247681142b8949c81517d2f2a6e000.png

     

     

    fnt.obx 6.28 kB · 7 downloads

    This maked me laugh as why a simple (and even is simple because you're keeping the flickering).

    If people just look at the screen and don't load the .obx they may be 'fooled' by the letters (they look like if in 640x).

     

    This is mathematic:

    @rensoup (good coder)

    +

    @TIX (good designer)

    =

    good game to play and good designs...

     

    What's missing? A 3rd person to complicate things...

    One just pick-up black&white and that is easy to turn into code and the other just design things on a modern pc.

    If they weren't 'blind' and listen others to not even need the credits then a 3rd one knowing A8 gfxs and colours would get the 'best of the two worlds' keeping Jordan Mechner's design and is what all expect of a PoP version on A8 just adding Missiles on the sides instead of in the Upper-case letters:

    1454627966_All_text2_thetwotegetherPFsonly.png.4ece49c1eb0fcd70b824a485e8fe266d.png + 1175175577_All_text2_thetwotegetherPMGsonly.png.de5ce41cb974f2cd5e6b484eb2ddb5b9.png = 1261440463_All_text2_thetwotegether_black.png.1296374ee50e8c10b3c194b260bff43e.png

    All _text2 _the two tegether _almost black.g2f 

    All _text2 _the two tegether _almost black.xex

     

    Then that can be a little less black inside:

    706705267_All_text2_thetwotegether_almostblack.png.b7b000926faa814adc3d9a0338fbf3a2.png

    All _text2 _the two tegether _almost black.g2f

    All _text2 _the two tegether _almost black.xex

    Or still keeping a blue but darker in luminance 0 inside:

    1533089024_All_text2_thetwotegether_darkestblue.png.d7673344aea51d033ba6faaa16c29992.png

    All _text2 _the two tegether _darkest blue.g2f

    All _text2 _the two tegether _darkest blue.xex

     

    You're problem is that you don't use G2F and don't want anyone more involved.

    You want the games exactly the way you want. Really just by you and only for you.

    Had you sense of community and talking things can allways come into some arrangment where all gives a little on/off and in the end all are happy.

    But no!... Easy is 'fool' other's with the Karateka talkings just to not have others proposals.

    Go fine and ahead, you sure will get there...

    Againa big :thumbsdown:.

    I'll try to get a way to somehow hack it and change things to have the screens like original if nobody helps me.

     

     

     

     

     

     

    • Confused 2

  7. 11 hours ago, rensoup said:

    (see the various PoP threads that dragged on for years and went nowhere )

     

    No, it don't get what you and others saw.

    It seems you have lots of time and a good life so in just a quick instant you get it running.

    Have you the problems in life that @Franco Catrin had (and I think he mentioned it even to the public) and we'll already had PoP by these days.

    Maybe not with all those rocks of Dungeons beautifully designed but at least with all like the original and that A8 owners really deserve.

    Sad he couldn't continue but was always keeping said us of the team that he intends to do it on a near future.

    Revolting now is if happens you'll never do the game and this wasn't happening.

    So I still keep saying (and is a first time I say this but will continue here and everywhere ther's a PoP talking and/or videos, screens,...) this is just PoP game levels to play nothing more.

    I hope you finish the game just for me continue saying on and on...

    But I sincerily hope that with your 'ways of', what you listen to the others and your likes that don't see more games from you.

    This ended on a game done by you (and @TIX), for you (and @TIX) so you (and @TIX) have a good time with it.

    :thumbsdown:


  8. 11 hours ago, rensoup said:

    I asked for feedback on the different flickering methods on real machines and initially, all I got was "the original pop intro looks better" or "Please no flickering". 

    I didn't ask "Do you want flickering ?" or "Do you like my unfinished intro text mockup ? or Do you prefer the original intro?"

     

    I know I want flickering and I don't want the old intro. You disagree and want to express that, no problem, just don't whine about it (I'm not pointing at you specifically)

     

    Making the old intro would be like ticking a checkbox on a todo list. You do it because it's on the list, not because it's good. To me that's a waste of time.

    So once and again and will never give up.

    PoP intros with all those screens is like a text and pictures book. Don't having that is like the game don't exist.

    A8 needs this and many others games but isn't just not have a loading screen pictures, all these screens makes really part of the game.

     

    You don't do things by hand like using G2F so you cannot have screens that have PMGs over it DLIs,... by simply using a modern converter.

    You'll need me, @emkay or any other that you just don't think is needed nor want to receive different opinions.

    You're living in a small box where only you two are and think you're the owner of the reason and no others interest...

     

    @TIX don't want anybody just you two and if reading all posts we get that.


  9. 10 hours ago, rensoup said:

    Got nothing again Persian ornaments, I'm sure there are many that would work better than the original with its 70s inspired brown yellow palette. A different layout would be great too but I'm still limited by the HW and its 5 PMGs...

    Yeah... you only read what you want so answer the way you think 'fool other'...

    Just say that you don't work with G2F and @tix is a professional designer so you using modern tools to get things.

    You just don't want to have anyone more involved so you don't want to simple use anything other(s) do even if, like me, I said that didn't want credits just 'copy&paste' that screens. It'sd so simple and trivial as this.

    What the hell is that talking of 5PMGs?

     

    The text screen has them simple and effective.

    The presentation screen with the palace, stars and game name's logo,... could also be done same way have you just asked for help but you didn't

    The inside palace start and ending girl with jaffar and/or girl with prince more the sand watch could be done the same way. Using prince same as in-game PMGs more one on the vizier while girl would use Missiles. Gfxs can be taken from tiles, use new ones,... but you can still use you're engine.

     

    No, I'm not going to say kind words and that whatever comes the important is to have the game because isn't.

    We'll have game playing while we'll miss original and great screen and art done by the great Jordan Mechner.

    This way I sincerily prefer not have the game like we did not have many others than this way.

     

    Now I really understand... you also don't listen all others when they say "purple on the palace please don't" and that brown yellow is the best and sand like but you don't care.

     

    I first talked with you and @TIX using here the Messenger showing things could be with little changes look better but you always don't take it.

    Now with this thing of the text screens it was just more than enough for me, was a bomb that revolted me so I decided to 'open the book' and post all and feels here for public.

     

    When I posted the windows you seem to also don't care and answered that for a pixel No. That's it, you just take things and use modern devs to port them to A8 but don't want to any help piece by piece re-adapting them. Then beeing a ocder, even a good one, doing the guys and masks just isn't enough for me to justify the killing of the game that in the end you're doing.

     

    Like the text screens here's now another example as a simple change (though it needs to redone frames shapes but why not take a couple of hours?) on the enemys they look more distinct to the background gfxs (just because of we on A8 arelimited to the 3colours of gfxs more some colourings via PMGs like is the skin and their pants):

    Quote

    Hi.

    @rensoup and @TIX while seeing your brilliant work I have to say, to be honest, my opinion is that, take it or not, posting here to don't write there on the Thread to all public 😉.

    In my opinion the enemys because most of their pixels use the PFs colours are too too 'equal' to the background colours.:

    1298745233_princeenemy.png.e26acaea38f07465b85c506e244872f4.png

    I know all the things behind and the lack of PMGs available but there's a way for them to 'shine againts gfxs' that is having turbant, tunic and shoes in white (a little  similar to the original Apple][ version):

    997284371_princeenemy_recolouring.PNG.f67332cc486e46ee0af34d257b854c39.PNG

    You can just 'reverse' light colour<->white or with some little aditional work @TIX can remake a pixel here and there...

    Also there's something else , was a very good idea people can choose the colour they want for boy's vest. You have in what seems like colour in luminance 4 or 6 and it's too dark VS around others colours/luminances contours. I would suggest you have in luminance 8 (on my remake the green is like an A8 colour A in luminance 8 or A done in P.C. Paint program).

    Just some ideas but I think they'll make thinks look better.

    So like is now the enemy have pants too too dark so they can be whatever colour as is now but luminance should be lighetr than is.

    Like prince pants are white also enemy tunic, shoes and turbant should be white so this way it shines/is distinct from the surrounding gfxs. But of course that enemy frames should be redone.

    Also prince turban could be white and just the other colours for dither.

    The two, prince and enemy main parts be white (a bit like the original Apple ][) they also look good and 'pass apart' for when changing colours as will be on the Palace people on have the contours and some dither changing colours.

     

    No, don't say you don't agree because is a true fact that has no possible say no because is just having what the Machine best can display and has to offer.

     

    I say again that have I knowledge would change all these things when game is released.

    Sorry but I'll be posting all these things and why it could look better and done other way but keeping the code you have on anywhere people post on Forums, videos,... after the game release.

     

    It's really sad that you get the code working great but kill all with your behavior.

    On the past we're talking of companies to make money so do what they want and just don't ask.

    Now in the XXI century we're in a community and don't listen others trying to get their ideas when they're possible is really a bad thing.

    :thumbsdown:

     


  10. What versions don't have?

    SamCoupe not the sides, GameBoy's uggly:

    614139394_GameBoy_1NO.gif.712d3a7e2cc0213417b5cddca8150839.gif 1671738364_GameBoycolour_1NO.png.f859bdd29de8a5f5ba082a837b05b5aa.png

     

    It all started with Jordan Mechner Aplle ][:

    1689182969_APPLE_1_Original.png.f82f5bb56a36606699de1bc5444cbcd2.png 1842369924_APPLE_2_Original.png.940d87b7c04d8e65b1733d61a57fda29.png

     

    All these pixels because of the Machine's owns way of using Artifacting that others followed adapting that to 1:1 ratio or 2:1 ratio:

    -> PC DOS version as far as I remember second the original (this one seems VGA version I think):

    213428820_DOS_2_vga.png.057964c575dadc45650d88ec46cd0db8.png

    ->CPC but all is in 2:1 ratio:

    2085841239_CPC_1_butin2x1.png.f4f0e0c2039bf3c9e628fd0f7ece9bd7.png

    -> Even ZX not so looking god has:

    ZX.PNG.dc912b63829a3f17569cfaf05e7fb2c7.PNG

    -> C64:

    C64_1.png.c90cfe3ec2e2e5216c98597df86809b7.png C64_2.png.56e13f9cf638f807c7a4c37296127bf1.png

     

    Even a modern version for the iPhone uses it:

    1203959012_IPhone_1.png.1d19fd12bb2884ec38a7a210bf2dab61.png 1117418765_IPhone_2.png.10a0117ae145dfffdc3ac42120b8b430.png

     

    So you're the only, as it seems, that don't like and is trying to have a new approach, design,... whatever is in your head.

    Probably Jordan Mechner wouldn't/will not like your...

    Sorry but no way.

     

     

    • Like 1

  11. On 5/22/2020 at 6:35 PM, patjomki said:

    What do you mean by "flat"?

     

    Here are c64 and dos examples.

     

     

    pop_c64.jpg

    pop_dos.jpg

     

    On 5/26/2020 at 11:15 AM, TheNameOfTheGame said:

    Yes, those are very good José.  I hope they can be used.  I'm also not a big fan of the plain black and white.  It looks a little too spartan compared to how great the rest of the game is looking.

     

    On 5/26/2020 at 11:32 AM, Jacques said:

     

    These look just great 🤩 A legendary PoP style of text and decorations, the one you immediately recognize as THAT VERY GAME arrived on Atari, plus making use of Atari capabilities.

    I'd vote with my everything for that, if there only was a poll ;-)

     

    21 hours ago, _The Doctor__ said:

    Now that's way better...  subtle changes make this stand out now. A much better vision than what was initially posted.

     

    Quote

     

    @rensoup

     

    I understand you want to go another way compared to existing versions, but I'm also not sure if plain black/white text of introduction is the way to go. It shows not much of Atari8 superiority over another 8-bit platforms (colors), looks just plain and not that stylish, rather like it's plain because there was no disk-space, RAM, etc...

    Of course it's not a life or death choice and the game still will be great, but I think these subtitles should be presented in consistent colors-form to the rest of the intro/PoP graphics.

     

    I really see nothing wrong with these decorations around and having more colours (here, Amiga),  so maybe thinking twice would be good if we want to have it different just for the sake of it:

    obraz.png.9131b6d729bd9b467f25dabae1ca0906.png

     

    The big 1st letter is also a "classic" here we'd miss?

     

    And sorry for that, but supporting isn't only about agreeing to everything ;)

    Edited yesterday at 08:11 AM by Jacques

     

     

    18 hours ago, CharlieChaplin said:

    My eyes already flicker enough, so no flickering please!

     

     

    11 hours ago, Kyle22 said:

    My 24" LCD Gateway doesn't like interlace mode too much. It displays it, but there is distortion and flicker. I wish I had a [good] CRT.

     

     

    9 hours ago, Faicuai said:

    Well, talk about an unorthodox (but valid nonetheless) way of handling the intro... Some feedback:

     

    1. Oddly, flicker1.obx appears the best on my [Viewsonic VP930b + DVDO iScan HD/+]  LCD + video processor combo. Flickering is minimal or non-intrusive, while showing improved horizontal definition (not sure how much vertical, though). I would attribute this to the iScan HD/+ sheer speed.
    2. flicker2.obx also appears nicely resolved, but there is definitely more "crawling" (high-speed) around fine edges. Does not appear as stable as #1.
    3. As a reference, I compared vis-a-vis above renditions with Altirra's (NO frame-blending), all on NTSC/60.
    4. With respect to non-interlaced colored-versions, they are definitely attractive, and look inviting, like if you were reading a live-story / book. However, the "yellow" color needs to be moved out of hue-bands $E0/$F0 into $10 for better rendition on NTSC (assuming phase is retarded to reproduce hue-band $10 as GOLD, as it is expected from the A-8bits).

    Keep up the GREAT work!

     

     

    8 hours ago, Jacques said:

    Together with potential flickering, I think many people simply gave an opinion on pure "white on black" text, not being much prince-of-persish and missing a lot of "classic" stuff, but yeah, it's certainly different 🙄

    Altirra argument is missed, I think. While it's extraordinary tool giving almost real Atari feeling, I don't feel it should be considered as target platform or the one to determine looks.


    My feedback nevertheless (PAL Atari 130XE + LG M1721A old LCD-TV 17" monitor, that DOES NOT reduce flickering):

     

    1) flicker_1: flickers a lot and it both hurts the eyes and doesn't look good

    2) flicker_2: minimal/acceptable flickering, fonts look best overall and that would be MY PICK.

    3) no_flickering: stable fonts, but they don't look that good as in flicker_2.

    What's important Guys, maybe we shouldn't give flickering feedback with modern TV/monitors that don't allow to disable all picture-corrections, as one can get stable flicker_1, while it flickers like hell ;-)

     

    @rensoup

    Good luck with intro whatever it is, it's just a bit strange that with all that openess (poll) regarding sounds and other stuff, here the voice of people isn't heard and these beautiful screens of Jose will be missed...

    But it's your creation to have PoP you like, we all appreciate the fact and will certainly celebrate and be happy when it's finished 🙂

     

    6 hours ago, Lukaso said:

    @rensoup

    Excellent work with PoP conversion, it looks really awesome.

    The choice of color of prince's vest is great idea and I like it much. My opinion to black and white intro text is that it doesn't fit too much to PoP game and it looks weird. I like José's pictures more and would be awesome if it could become a part of game.

     

    Keep up good work :thumbsup:

     

    5 hours ago, Poison said:

    I like and respect your work, but I do not understand why is necesarry to use flickering screens. It is really ugly. Masterpiece such as Space harrier is looks great but flickering title Picture was terrible. Josés story screens looks great. Nice colours. There is not need to have more colours on screen, so why it must flickering ? Please use some normal atari graphics mode and not ugly interlaced and flickering 480i :(

     

    5 hours ago, Jacques said:

    @Poison

    While I ABSOLUTELY AGREE with you that Jose's-like screens should be used, did you try to run these black/white examples on real machine?

    The flickering in #2 is minimal (#1 is terrible) and actually makes the letters look way better/sharper than no-flicker version, which letters look bad...

     

    5 hours ago, Philsan said:

    As written by me and others, example 2 flickering is minimal, at least on real pal hardware and CRT monitor, and could be used.

    But in my humble opinion José color solution is a lot better.

     

    4 hours ago, TheNameOfTheGame said:

    That's what's strange to me.  There was a lot of openness and willingness to listen to feedback on this project, but it seems on this one point, even when so much of the feedback prefers José's screens, that there is no alternative going to be possible to the black and white screen.  Well, ok then.  Just seems odd.

     

    That's the comments from people...

    You seem to just read what you want to, like:

    15 hours ago, rensoup said:
    On 5/26/2020 at 6:44 AM, Philsan said:

    I've tested the three files on PAL machine with s-video output.

     

    Noflicker looks good to me.

    Flicker1 flickers too much to be used.

    Flicker2 flicker slightly, it can be used (says someone who doesn't like flicker at all).

     

     

    Thanks for posting the only helpful reply... As I hoped Flicker2 provides a cheap/reasonable AA alternative.

     

    For those complaining about flickering, if you use Altirra with frame blending enabled, there's no flickering at all so it's absurd to argue about it.

    And if you use a real machine, see @Philsan's post above.(YMMV depending on the output type & TV/monitor used)

     

    But not posted other @Philsan post:

    5 hours ago, Philsan said:

    As written by me and others, example 2 flickering is minimal, at least on real pal hardware and CRT monitor, and could be used.

    But in my humble opinion José color solution is a lot better.

     

    Those just black&white even not flickering re-posting a comment from @Jacques:

    Quote

    Together with potential flickering, I think many people simply gave an opinion on pure "white on black" text, not being much prince-of-persish and missing a lot of "classic" stuff, but yeah, it's certainly different 🙄

    Altirra argument is missed, I think. While it's extraordinary tool giving almost real Atari feeling, I don't feel it should be considered as target platform or the one to determine looks.

    What this says? That isn't for Emulators you should work for but for real Machines and TVs. And these flicker, only with modern you could probably take some of the flicker off but if was on the past? Sure not. And PAL guys will have while NTSC others don't?

    Black and white with just Big letters also has nothing to do of PoP.

     

     

    1 hour ago, rensoup said:

    On a technical level, the flickering is nothing special, it's just plain modeF. I'm not making any compromise in terms of colors. I'm just trying to improve the font's nasty edges.

     

    If it was just CRTs, Flicker2 would always beat flicker1 but with LCDs and their crap post processing, it's a little different... I may just have to make it an option (flicker2/ no flicker)

     


    On the subject of layout:

    The flickery fonts and the original design are not mutually exclusive but that tile layout looks like it came out of cheap bathroom.

     

    So you're calling original Jordan Mechner design "cheap bathroom"?

    Come on, you seem to be the only one with this opinion.

    No isn't the font but all together.

    Sorry to say but I wish the team me and others on the past hadn't @Franco Catrin get some life problems finished PoP we'll never come to this part and discussion.

    Also sorry to say but even your great work on SubHunter it didn't come to a game, thinking better now, I don't know if I really like to give you what I had. On this you liked all those colours and DLIs whitle these screens not?

     

    I don't ever meet anyone here don't accept some comments and ideas and on  games I worked even when mine was what others like we alwys get to a compromise... though not just of one(s) part(s) but a join from all involved.

    You may say I'm not part of the team but others here also don't and it seems no-one here ever posted that you must go for that black&white just with the text.

    It's not just have or not flickering. It's just is a 'lazy' display that sure destroyed all the good work on the game. I think this is what people are here saying and why to me is revolting.

     

    Do whatever you want but for me whatever it'll be I sure will not like it.

    I wish I had the knowledge to, when game will be finished, take off those text screens and change for mine. I'm sure that it'll then have more downloads and will reduce to almost zero yours , though all other game parts are coded by you and other works by @TIX.

    Feel free to call Administrators if you want and can make possible to remove me the possibility to write here...

    :thumbsdown:


  12. I said him but he don't listen.

    I know that it'll never look good to anyone and flicker is never a choice as is not for everyone.

    I had things from the past that posted him but no way.

    I show him that @emkay was simple and that I also have something similar and posted him the files. Still no way and that all was beeing cared of... It seems was but on a wrong way. I said that no need for credit me or to he make a contact to @emkay...

    After all the hard work then comes this to destroy everything? Sorry but I'm also to say that just don't have to agree in everything.

    Why the flicker? For what? Things can be done without it.

    So now to all here's the the screen for everyone (now to please more the blue is more darker in luminance 2):

    -> PFs only:

    1601969031_All_text1PFsonly.png.d9259186efc5aefaf42e3b05f172b322.png 1870643774_All_text2PFsonly.png.c41adf423bc5a9b3ace53211d4a9daeb.png

    -> PMGs only:

    1895092552_All_text1PMGsonly.png.9bac6665ff18d6016643228ac66a36b0.png 1559497516_All_text2PMGsonly.png.d3ca5010e6956affca43ba22d67902c8.png

    -> Together:

    692233673_All_text1.png.94cc599f753fd6766e8eed447cb54cba.png 2126450355_All_text2.png.0fbdfbc5a3434257294bbca23edf9ed9.png

      All _text1.g2f                                          All _text2.g2f

      All _text1.xex                                         All _text2.xex

    So asking again: Why not a simple thing like this that other versions have, looks good and is so simple as just copy these files and automatically use them on the game?

    Sorry but I really don't understand.

    :thumbsdown:

     

     

    • Like 5
    • Thanks 1

  13. 13 hours ago, rensoup said:

     

    When I took the BBC art I just did a quick recolor thinking they wouldn't be final then I never looked at them again...

     

    popwin.png.f8f8a41ea382afcd130bd3cfb8cc0400.png

     

    much better huh? 

     

    If you'd asked me what changed in the above picture vs the last release, I wouldn't be able to tell you but it's true the light side is on the left in the original

     

    So will you change the window, right?

    Humm... automatic conversions always have some things that in ened need some fixes, even if just a pixel, still widow(s):

    -> Gothic type is missing the light blue pixel:

    window.PNG.4a513dd07d3aceb8710f9c3500c22b60.PNG.8462fb9479403b24e120cf05af2fa46b.PNG  ->  1640285631_window.PNG_2.PNG.410a7cf9c973523b793f2d3bf7554207.PNG

    -> Arab type has a white pixels that I think it should be brown/orange instead:

    1962755850_window_other.PNG.0efc3c633f8c1e4afd3c95d9898b6ab5.PNG -> 1197643288_window_other_2nd.PNG.73c16d8e9cc5889b4181ff868a72b796.PNG

    And for sure there are more, though if just some pixels...

    :thumbsup:

    • Like 1

  14. 22 minutes ago, TIX said:

    nope.. not a pixel altered by me, as far as I know it's a straight import from the BBC !

     

    So they're wrong in a window and right on the other.

    But converting theirs 8colours to ours 4colours is where maybe something went wrong.

    @rensoup isn't it possible to alter pixels? Just altering that Arab type window to similar design as the other and I would be happy...

    😬


  15. 19 hours ago, rensoup said:

     

     

    Here's a mockup I did some months ago (uses a 32 pixel width tile)

    popwallmockup3.png.8ee962adc736c3fc8c90f708cbbce610.png

     

    less busy, yet still dungeony 😀

    Simple rocks but bigger and clear, just one of them needs rework at the top not be rightly close to the ground:

    popwallmockup3.png.8ee962adc736c3fc8c90f708cbbce610.png.55e2ca83d189d00743a252103a4e8236.png

    And the window again you on the dungeons where's window you have it right (though this is a Gothic type and in Palace is an Arab one but the contours are much better and isn't there a total white line):

     1335481844_windowrightside.PNG.ab964cadeb9a44d01849caea8ce3fadc.PNG.5849c46cabee65d18d883f9e3c910d27.PNG  window.PNG.4a513dd07d3aceb8710f9c3500c22b60.PNG

     

    P.s.- @TIX I know you have nothing to do with the tiles but you have on the design adaptation to A8, right?

    😉

    • Like 1

  16. l4c.png.578e58d2c92edf7ffe9e32fc06d2c0fa.png.50374edd6e853df4bfb03f7ead883a1c.png

    On 5/18/2020 at 4:41 PM, Faicuai said:

     

    This is really good!... is moody, with dense and "creamy" colors. Just like A8's palette with good, on-screen, color calibration.

    This one, if you don't like the yellow is the one that folow the rule, makes sense and is more 'A8 like' using it great palette.

    As for windows I look better and yes maybe like best yours just that right side line shouldn't be white. The white should be on the dither pixels inside. On the left darker and wider 2lines/2browns then at right 1line/lighter brown not white. The windows contours should be same colour8s).

    I know @TIX is a professional designer but here I don't think was on a good day...@TIX is a professional designer but here I don't think was in good day 😁...

    👍


  17. 1 hour ago, rensoup said:

    The Palace levels just looked inferior no matter which palette I tried until I found that one and suddenly they were attractive. It just made sense.

    I don't think so and you could listen a bit others opinion, probably is not only me and @Jacques but also others that don't want to express just because they think be negative to all yours great and hard work.

     

    5 hours ago, José Pereira said:

    Using gray looks bad as it hasn't nothing to do with, looks like a C64 game 😉. If on Dungeons we have 2blues (though not same colour number) here also must be following the same rule, so 2browns or brown with yellow.

    👍

    I think this is a constructive opinion that purple just don't look any good because it's totally 'against/the opposite' to the other colour. It just break the rule you implemented on Dungeons with the blues.

    For example, C64 Dungeons always have white and gray then changes across the levels the 3rd colour. This is their rule so here the violet/purple just break your rule 😉 and is colour that hasn't nothing to do with the spirit type of level's gfxs.


  18. Humm... Not sure...

    Ours back then having more sand like with a not pure yellow (EE) but (EC) and a dark brown (16) or (F6):

    449545893_Palace_ourswithyoursvest.PNG.28aca0fd9bb5035d86f83a71b6f6e72a.PNG.b4c830c090a00ba9a86a93997516e7ab.PNG

        OR

    With 2 browns:

    obraz.png.26ac96d2bd0149acbdc95ebd1df815d7.png.66f62c8b8e1226dadee433f59e903170.png

    Gfxs apart (current ones look much better though I like more ours on the past windows) I'm in doubt but for sure that purple/violet really not looks good.

    Using gray looks bad as it hasn't nothing to do with, looks like a C64 game 😉. If on Dungeons we have 2blues (though not same colour number) here also must be following the same rule, so 2browns or brown with yellow.

    👍

    • Like 1
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