Jump to content
IGNORED

Atariventure (game collaboration?)


Opry99er

Recommended Posts

I showed my lovely wife the pics of all my other dragons, and she said they all sucked. She she drew her own. I call it Whit the Dragon. =) She breathes literal fire.

 

whitdragon.jpg

 

***Is it just me, or does this look like a fat guy sitting down spitting? =)

Edited by Opry99er
Link to comment
Share on other sites

Here's my last dragon attempt of the day.

 

dragon4.jpg

 

 

100 CALL CLEAR :: CALL SCREEN(5) :: CALL MAGNIFY(3)

110 CALL CHAR(96,"F915F41A7A0D7F67607E3F0170585F4F4020F0BFE0FE80000000F8FE0703FFFE")

120 CALL SPRITE(#1,96,2,100,100)

130 GOTO 130

Edited by Opry99er
Link to comment
Share on other sites

I showed my lovely wife the pics of all my other dragons, and she said they all sucked. She she drew her own. I call it Whit the Dragon. =) She breathes literal fire.

 

whitdragon.jpg

 

***Is it just me, or does this look like a fat guy sitting down spitting? =)

I thought it was a choking chicken.

Link to comment
Share on other sites

I'm of the mindset that dragons should look more like dinosaurs and not snakes. I stole your head and added a traditional body...

 

F915F41A7A0D07060F8D8BDD7F080C060x4020F0BFE0FE80000890E0808080C060

 

post-1530-127370627408_thumb.png

Edited by unhuman
Link to comment
Share on other sites

Hahaha!!!! Lady dragon...

 

I like snake dragons--- I also like the traditional-bodied dragon like the one you posted as well. If we can get enough people to submit dragons, we can take a vote on the 3. Waiting on Codex. :)

 

BTW, what graphic software are you using?

Link to comment
Share on other sites

****Dragon Contest!!!****

 

SUBMIT DRAGONS NOW!!! In 48 hours, I will close the dragon-contest--- then we'll vote. I'll be posting this to the user groups too--- maybe that'll get some of those fogies to sign up for Atariage. :)

 

we will select 3 dragons--- and the creator(s) of the 3 winning dragons

will be given an Easter egg in the game. Seems appropriate for this game. :)

Edited by Opry99er
Link to comment
Share on other sites

That's my own software. I posted it somewhere else here... GraphiCV. I wrote it to develop graphics for ColecoVision games (hence the different format you may notice in the output) and never updated it now that I'm back to doing TI stuff too..

 

It's "open source" (open to CV Programmers in the Yahoo group, but nobody ever gave it any love besides me) and here's a binary... GraphiCV.zip

 

-H

 

Hahaha!!!! Lady dragon...

 

I like snake dragons--- I also like the traditional-bodied dragon like the one you posted as well. If we can get enough people to submit dragons, we can take a vote on the 3. Waiting on Codex. :)

 

BTW, what graphic software are you using?

Link to comment
Share on other sites

Eh, my dragons are coming out a bit naff right now. Had a half-decent wyvern in the works but Owen pipped me at the post on that. I'm sorta happy with this one though, even if he is doing the Godzilla Stomp.

 

post-25494-127370843205_thumb.png

 

10 CALL CLEAR::CALL SCREEN(15)::CALL MAGNIFY(4)
20 CALL CHAR(96,"032E4753311D0F27438180C365301F0F80E4024A8CB8F0E0C0E0F0F07E75E0C0")
30 CALL SPRITE(#1,96,2,90,70)
40 CALL KEY(0,K,S)::IF S=0 THEN 40
50 END

Link to comment
Share on other sites

I don't know how to put it in TI code but here are the characters from GraphiCV.

In the order it lists them in (top left, bottom left, top right, bottom right):

0x38, 0x0F, 0x06, 0x0F, 0x1F, 0x3F, 0x7E, 0xFC

0xFB, 0xFB, 0xFB, 0xFD, 0xFD, 0xAC, 0x8C, 0xC6

0x00, 0x00, 0x98, 0xF8, 0x00, 0xF8, 0xE0, 0x00

0xFC, 0xEE, 0xDF, 0xDF, 0xEF, 0xE3, 0x0F, 0x7C

Link to comment
Share on other sites

To put in the TI - you strip out the 0x stuff and the commas and brackets... :) The order is the same - top left, bottom left, top right, bottom right.

 

GraphicCV is fairly tolerant about pasting in graphics, but it could be better if I used regexs... Your data pastes fine though :) Nice lookin dragon..

 

I don't know how to put it in TI code but here are the characters from GraphiCV.

In the order it lists them in (top left, bottom left, top right, bottom right):

0x38, 0x0F, 0x06, 0x0F, 0x1F, 0x3F, 0x7E, 0xFC

0xFB, 0xFB, 0xFB, 0xFD, 0xFD, 0xAC, 0x8C, 0xC6

0x00, 0x00, 0x98, 0xF8, 0x00, 0xF8, 0xE0, 0x00

0xFC, 0xEE, 0xDF, 0xDF, 0xEF, 0xE3, 0x0F, 0x7C

Link to comment
Share on other sites

To put in the TI - you strip out the 0x stuff and the commas and brackets... :) The order is the same - top left, bottom left, top right, bottom right.

 

GraphicCV is fairly tolerant about pasting in graphics, but it could be better if I used regexs... Your data pastes fine though :) Nice lookin dragon..

 

I don't know how to put it in TI code but here are the characters from GraphiCV.

In the order it lists them in (top left, bottom left, top right, bottom right):

0x38, 0x0F, 0x06, 0x0F, 0x1F, 0x3F, 0x7E, 0xFC

0xFB, 0xFB, 0xFB, 0xFD, 0xFD, 0xAC, 0x8C, 0xC6

0x00, 0x00, 0x98, 0xF8, 0x00, 0xF8, 0xE0, 0x00

0xFC, 0xEE, 0xDF, 0xDF, 0xEF, 0xE3, 0x0F, 0x7C

 

I hope this is right.

10 CALL CLEAR::CALL SCREEN(15)::CALL MAGNIFY(4)
20 CALL CHAR(96,"380F060F1F3F7EFCFBFBFBFDFDAC8CC6000098F800F8E000FCEEDFDFEFE30F7C")
30 CALL SPRITE(#1,96,2,90,70)
40 CALL KEY(0,K,S)::IF S=0 THEN 40
50 END

Link to comment
Share on other sites

This might be a little better.

{0x38, 0x0F, 0x06, 0x0F, 0x1F, 0x3F, 0x78, 0xF0}

{0xF7, 0xFF, 0xF7, 0xFB, 0xAB, 0x8B, 0x88, 0xEE}

{0x00, 0x00, 0x98, 0xF8, 0x00, 0xFB, 0xC1, 0x01}

{0x81, 0xE3, 0xFF, 0xFE, 0xB8, 0xDC, 0x04, 0x1C}

 

 

10 CALL CLEAR::CALL SCREEN(15)::CALL MAGNIFY(4)
20 CALL CHAR(96,"380F060F1F3F78F0F7FFF7FBAB8B88EE000098F800FBC10181E3FFFEB8DC041C")
30 CALL SPRITE(#1,96,2,90,70)
40 CALL KEY(0,K,S)::IF S=0 THEN 40
50 END

Link to comment
Share on other sites

Played around with some sword graphics.

 

post-25494-127371676722_thumb.png

 

Broadsword

Giant Japanese RPG Sword

Cutlass

Roman Army Sword

Serrated Sword

 

10 CALL CLEAR::CALL SCREEN(15)::CALL MAGNIFY(4)
20 CALL CHAR(96,"0102639E9E630201")::CALL CHAR(97,"0000FE0101FE0000")
21 CALL CHAR(98,"001F50FF501F0000")::CALL CHAR(99,"00FC02FD01FF0000")
22 CALL CHAR(100,"00302FE8AF300000")::CALL CHAR(101,"0000FC02FF000000")
23 CALL CHAR(102,"080F98FFF88F0800")::CALL CHAR(103,"00FC02FD02FC0000")
24 CALL CHAR(104,"100FF89A0D100000")::CALL CHAR(105,"00FC02A956000000")
30 CALL VCHAR(8,16,96)::CALL VCHAR(8,17,97)
31 CALL VCHAR(10,16,98)::CALL VCHAR(10,17,99)
32 CALL VCHAR(12,16,100)::CALL VCHAR(12,17,101)
33 CALL VCHAR(14,16,102)::CALL VCHAR(14,17,103)
34 CALL VCHAR(16,16,104)::CALL VCHAR(16,17,105)
40 CALL KEY(0,K,S)::IF S=0 THEN 40
50 END

  • Like 1
Link to comment
Share on other sites

There are some cool things going on here. We still haven't decided what programming language to use, but I think that will all come together as we move forward. I believe some of you will really love the flexibility of assembly when you get into it. I'm not much of an assembly programmer, but we have some excellent tools and toolkits available to us!!! I'm learning quickly, and I'm really a novice programmer. When guys like Codex get their hands in assembly, it will really take an awesome turn. This could be a cartridge, easy. And with Magellan, you can do graphics all day for screens/worlds and have enough stuff in the ASM export to do whatever you want. Even if you're not an assembly programmer, you can use Magellan to do screen graphics, etc. Just my thoughts. If the majority of you guys want to do it in XB, we can write assembly routines to make screen draws faster--- but XB's speed limitations are not limited to screen draws. Anyway, let's take a vote! I don't know how to set up a poll, but we'll just write it here. If it's in XB, we'll have a ton of people working on it immediately. If we do it in assembly, there are a few wicked programmers that can help us put it all together, and we can all start using Magellan to draw screens and such immediately. =) SOOOOOOOO

 

**If you want to do this game in XB (more immediate involvement in coding, no chance for cart) let it be known

 

**If you want to do this game in assembly (faster game, more precise game mechanics, cart implementation--- but fewer programmers will be immediately involved)

 

 

We can do it in either language... to me it's mostly about what YOU want. I am a better XB programmer than an assembly programmer... but this very well may help push me, and others, to get into the native language of the TI-99/4a. We could, however, probably finish an XB version of this game in a week or two if enough of us are involved. =)

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...