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lizard

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Posts posted by lizard


  1. hi everybody,

     

    sorry for late, the project is alive that confirms a huge fun of it :D, and answers:

    - i divided the game into small pieces creating them rom disk friendly. now i have three/4 parts: 1. level's engine, 2. map's engine, 3. intro / outro, (4. music stuff not ready yet.), so be patient. doing my best i try to prepare the new version as soon as possible.

    - rectangular space will be. i think that 20 colors in a full direction scrolling 50 (/2) fps speed is a good compromise :)

    - i use lightwave 3d to render the scenes with sprites' custom manager ;)

    - here is the level's editor descriptiondescrizioneopis

     

    * arrows

    to move around the map

     

    * keys

    w

    a-o-d

    x

    to position cursor at the current view

     

    * spacebar

    to draw elements from the bottom' list

     

    * c

    to clear everything from the current position at right

     

    * . and , (colors' edition)

    to change the line's color

     

    * 1 - 7

    to change the playfield for colors' edition

     

    * shift + (1 - 3)

    to put at rounded position one of the three available sprites for a line (the sprites with the same number cannot be very close to each other in one row!)

     

    * m (beeing positioning at the left sprite corner)

    to change sprite's width

     

    * shift + arrows

    to move aroud available elements at the bottom line

     

    * other

    putting cursor at the map i can sign the special elements' position

     

    memory ranges:

    $800 - $8ff colors' tab

    $3000 - $3fff level

    $4000 - $4bff P/M field

     

    regards

    editor.atr


  2. Can you change the background mask to be a different shape other than a rectangle? Something like Dark Septure on the Spectrum would look better.

     

    Darksceptre.png

     

    The masks make it look like a drop shadow. Just a thought.

     

    the solution you propone is good but not possible to implement in this project :) must be like it is


  3. How can i see some of the other game screens (shown above)? Do I have to pass one level to the next?

     

    Everything looks cool, except the masking still makes it look rough.

     

    Ever think of using PMs for the protagonist?

     

    other screenshots were from the other levels compiled apart... have to finish the game first :)... this is only preview. The mask is not possible, this engine provides four not masked sprites and 4 missiles.


  4. José,

     

    it's possible to achieve 50 - 25fps for the game like TLN1 i'm sure.

     

    - start off topic -

     

    Look at OMATS full scrolling game, sprites without mask not perfect, i know, but still 50fps! I used 3 Atari players to give 3 more color in horizontal line (the last player with four missiles are used to cover the left / right border). So using DLI you can have about 20 (or even more) colors on the screen and a fast game :)

     

    omats-town-2.gif

    OMATS in Action!

     

    - end off topic -


  5. Thanks Lizard. In this particular screen, and others, I have a problem, the way you have the colours are right. I have take this screen from various places. All of them, I get black as Bakgr. I can change that, but the real problem it´s that I get black on Ninja and black on wall and you get black for Ninja and gray for wall (2 different PFs.). I'm I stupid or what?

    But this its not a problem(change PF0«-»Backgr.) . What I real want to know it's how do the screens. Do them on G2F. OK! But 1st how to erase Ninja and enemys from screen (I only want to change the screens to A8 mode and here i will not have the problem I said above)? Other thing, I will only do the play area (160x144)? The game will first load the status/energy part of the screen. And then it will download each play screen area? Is this? Or do all the screen(like you)?

     

    What is that "Alpha channel that covers players using simply z-buffor"? and "draw them with created Alpha before"?

     

     

    Lizard, what project is the OM&TS?

     

    Thanks,

    José Pereira.

     

    Hi José,

     

    think that COLPF0 must be black and used for both background elements and software sprites as a normal color. COLBAK has always the lowest priority and it is covered in all of the cases by any color. The concept of the alpha channel from other post is wrong because some elements can be behind or in front of the ninja and opponents - depends on their positions, so it should be generated dinamically.

     

    OMATS is my game that is still in development phase... hope to finish it soon :)


  6. Not to forget

     

    G2F does not support all possible GPRIOR features. This means the screen can be much more colourful with the same cpu usage.

     

    agree

     

    but don't forget that the most important thing is to create the level design procedure, that copy all elements creating also alpha channel like c64 does using only chars. Than all other improvements like PM / DLI will be welcame to make gfx even better.

     

    [off topic]

     

    No.. the most important thing is to finish OM&TS !!! :)

     

    [/off topic]

     

    hehe

     

    still working on levels, animated elements map and panel, will be ready... i'm not sure when, but the things surely were gone too far to leave them! :)


  7. Not to forget

     

    G2F does not support all possible GPRIOR features. This means the screen can be much more colourful with the same cpu usage.

     

    agree

     

    but don't forget that the most important thing is to create the level design procedure, that copy all elements creating also alpha channel like c64 does using only chars. Than all other improvements like PM / DLI will be welcame to make gfx even better.


  8. i agree with emkay about pm use, anyway the port should be easy to do, look at my test screen

     

    tln1.gif

    G2F version

     

    COLBAK: gray as a neutral color

    COLPF0: black

    COLPF1: whie

    COLPF2: green in the case of TLN1

    COLPF3: brown medium

     

    all the PM are used to color the background, so the engine have to:

     

    1. draw 4 colors background graphics

    2. update 5 color inversing selected chars

    3. create alpha channel that cover players using simply z-buffor

    4. drawing PM as underlay fill gfx

    5. draw animated players using COLPF0 - COLPF3 covering them with created alpha before

     

    really easy to port ;)


  9. The game was completely finished but not published officially in 1993. Couple of years ago i found the floppy with com file and recovered it spending some evenings. Hope you enjoy it ;) even if it's old one, maybe someone could translate objects' descriptions that seems to be easy.


  10. Hi everybody,

     

    i've prepared two newer PAL & NTSC versions just for testing. Both of them are the first with more animating stuff - 4 frames running animal ;). NTSC version has bigger offset for scroll and other movements. It's still bin version, so only an emulator... work in progress, stay tuned!

    PAL.bin

    NTSC.bin


  11. I think about 130XE version of course! :) Today finally i finished pal/ntsc switcher, now everything has to be tested well on real atari machine and maybe i'll be able to start drawing gfx... Price, hmm can't tell anything about this for the moment, because i have no idea, it'll depend on hardware production's costs.

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