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Giles N

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Everything posted by Giles N

  1. May I ask what program or editor you use to produce 7800 grfx? Can the PacMan grfx you show here, be directly downloaded to a 7800 program code, or will you have to convert it in a way (format, palette, re-draw it in 7800 graphic program, etc)?
  2. I’ll share this too for general information for those interested in learning and/or contributing grfx, sound or code.
  3. I myself need all the short-cut inputs I can get to which software and formats can be used and things relating to compatibility of information between sources (like working on a PC or having to buy special equipment for working with 7800 hardware).
  4. For newbies (like me): https://www.randomterrain.com/7800basic.html#graphics
  5. Right now I only want to ‘get started’, and create template-grfx in grids. I use Apps in ios. None of my things here are from any 7800-emulator, only from ios-Apps. This is where I thought it easiest to start. And having them in grids, I can ol’ school-like, implement the pixels into 7800-painting/drawing program later. But TIX is the pro here. I only wanted to contribute actively, not just whine around. — And I also thought; why not play around with these things at idea-stage...? If the 7800 is powerful to do main-objects in 32x32 and all, and we have here, - in the process - also been through lots of 16x16, 3 color takes, perhaps, who knows, if some 5200-programmer would like to have a go at an installment on that system?
  6. Would you say there are some typical thumb of rules(besides the above)? For example - sizes of sprites that often used in certain genres of games? - limited number of 32x32 objects, - if parallax-effects are to be used on the background, does either number of sprites, types of sprite-set (a or b), number of colors used to draw background come into question? Or do ‘platformer typically’ use two 16x16 sprites on top of each other)? All such stuff is of interest. Anyway, thanks for the info you’ve shared already.
  7. Ok, so I tried to ‘thin him out’ a bit^ (and I keep learning, which is important to me).
  8. Ok, thanks, yes, I’ve been to gooddealgames-shop. 🙂 Any of the mentioned ones you’d recommend? What makes them good?
  9. No, you’re right; some levels can’t be completed, but the player using the difficulty switches to skip levels wasn’t something I picked up on seeing through the video. Getting through the game is ONLY possible using the switches besides the joystick-ports to cycle-levels then start from. This must be the main reason its called only 85% finished.
  10. ... saw that Nintendo is trying to catch up with the 7800 in gaming. Saw this in on nintendo-eshop: But we have had Scramble along for quite a while now, and rumour has it is a blast!
  11. Super Pac Man and Jr.Pac Man will have to come in on my list somewhere high, but don’t how high yet. I loved the chuncky brash feeling of both games. They weren’t perfect - but goodness how goodlooking they were for a 1984-system.
  12. How would different sprite-sizes impact the performance of the game, as to processing power?
  13. Thanks, I’m going for ‘minimalism’ first: as small as 16x16 and only three colours. The other graphics provided here are already very good: the 32x32 almost arcade perfect, so I just want to experiment with lower-performance need-sprites. But I appreciate input and interest!
  14. So here is anyway a go at PacMan 16x16: AFD0ED18-2539-4565-9CF6-00B56A35EB94.MOV
  15. I think it would be better to lose the white-of-the-eyes, than than the black outline (if 16x16 is opted for), as the black outline really contributes to the cartoon-style.
  16. Absolutely gorgeous! Isn´t the 7800 known for handling tons of sprites? In the game (from videos) it would seem mostly 5 or 7 enemies usually on-screen-at-a-time.
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