ginnidog #1 Posted December 18, 2008 I was bored, and thought I would make a quick simple Avoid the Noid sprite, but it looks like an Ants face.......... not sure if this GIF animation I made in Paint Shop Pro, will work here..but I uploaded the GIF file anyways.. Enjoy, Paulie Quote Share this post Link to post Share on other sites
ginnidog #2 Posted December 18, 2008 I attached a larger image... Quote Share this post Link to post Share on other sites
pinball22 #3 Posted December 18, 2008 I think it looks good... it's cute, and the Noid does kind of look like a big ant. Quote Share this post Link to post Share on other sites
ginnidog #4 Posted December 18, 2008 Thanks Pinball... Since I dont know 2600 programming one bit, I thought I would do some animated sprites for anyone to use in future games/hacks... Happy Holidays to all PAulie Quote Share this post Link to post Share on other sites
+Propane13 #5 Posted December 18, 2008 While the sprites are appreciated, there are certain 2600-related restrictions I'd recommend learning, if these are to be posted in a 2600 forum. Here are the general basics: - each sprite is 8 pixels wide, max - each sprite "horizontal line" that's drawn for a sprite must be the same color. Here are more specifics: - There are a total of 5 sprites available. - 2 of these sprites are "player sprites". They follow the restrictions above. So, now, you have more flexibility. You could make a 16-bit sprite. Note that the colors for each sprite is independent, so this means if you make a 16-pixel-width double-sprite, the left and the right half can both have different colors per scanline. - the other 3 sprites are the missile sprites and ball sprites. However, they are essentially "fat dots". They can be 1-pixel wide, 2-pixels wide, 4-pixles wide, or 8-pixels wide. Of course, you can dive around in atariage.com to find out more about them. I'd say play some Atari 2600 games via emulator, and you'll see how people creatively make sprites with these restrictions. For example, in Pitfall, when he runs, his hands turn flesh colored for a bit-- but that is only because they are drawn at his face level (so, for that horizontal line, all colors match). Once you learn stuff like this, your sprites could conceivably be put into a program. But, I fear at the moment that for an Atari 2600 forum, your sprites may not be of too much interest to programmers unless they fit the constraints of the system. Hope this info is helpful! -John Quote Share this post Link to post Share on other sites
birdie3 #6 Posted December 18, 2008 I was bored, and thought I would make a quick simple Avoid the Noid sprite, but it looks like anAnts face.......... not sure if this GIF animation I made in Paint Shop Pro, will work here..but I uploaded the GIF file anyways.. Enjoy, Paulie Dumb question but.. How does one make these animated sprite demos? Quote Share this post Link to post Share on other sites
Nukey Shay #7 Posted December 18, 2008 Clever programming can be used to get around hardware restrictions. This is partially dependant on what resources you have, tho...and mostly dependant on what the requirements for the rest of the surrounding display are. Whenever you see something as common as a 6-sprite score display, for example, the program is using tricks to defeat what the hardware was designed for. Quote Share this post Link to post Share on other sites
Nukey Shay #8 Posted December 18, 2008 Dumb question but.. How does one make these animated sprite demos? A freeware .GIF editor? Even M$ has one. Quote Share this post Link to post Share on other sites
ginnidog #9 Posted December 18, 2008 While the sprites are appreciated, there are certain 2600-related restrictions I'd recommend learning, if these are to be posted in a 2600 forum. Here are the general basics: - each sprite is 8 pixels wide, max - each sprite "horizontal line" that's drawn for a sprite must be the same color. Here are more specifics: - There are a total of 5 sprites available. - 2 of these sprites are "player sprites". They follow the restrictions above. So, now, you have more flexibility. You could make a 16-bit sprite. Note that the colors for each sprite is independent, so this means if you make a 16-pixel-width double-sprite, the left and the right half can both have different colors per scanline. - the other 3 sprites are the missile sprites and ball sprites. However, they are essentially "fat dots". They can be 1-pixel wide, 2-pixels wide, 4-pixles wide, or 8-pixels wide. Of course, you can dive around in atariage.com to find out more about them. I'd say play some Atari 2600 games via emulator, and you'll see how people creatively make sprites with these restrictions. For example, in Pitfall, when he runs, his hands turn flesh colored for a bit-- but that is only because they are drawn at his face level (so, for that horizontal line, all colors match). Once you learn stuff like this, your sprites could conceivably be put into a program. But, I fear at the moment that for an Atari 2600 forum, your sprites may not be of too much interest to programmers unless they fit the constraints of the system. Hope this info is helpful! -John JOhn, I got it now...well explained... Thank You very much Paulie Quote Share this post Link to post Share on other sites