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Opry99er

Atariventure (game collaboration?)

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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

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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

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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.

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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

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

 

Looks like he's excited to see a lady dragon to me :lol:.

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I think myself the dragons should consist of at least two sprites of 16x16 pixel size. That lets you get some height on them so they tower over the player. Then you can make them horizontal for "dead" dragons.

 

Adamantyr

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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?

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****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

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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?

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We'll accept 16x16 or 16x32. Since we don't know yet which size will eventually be used, submit one of each. That way we can get an idea of what they will look like. :)

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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

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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

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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

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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

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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

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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

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I like the broadsword. =) They're all nice though. I think the Roman Army sword is awesome too.

 

SWEEEET icon_lust.gif

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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. =)

 

 

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By the way, the assembly gurus like Matthew, Adamantyr, Vorticon, etc... they would be excited if a few newbies join up with the TMS9900 army. =) They've all been most helpful to me in my quest to learn. =)

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