The Codex Posted May 14, 2010 Share Posted May 14, 2010 Here ya go. It's quick-and-dirty work and would need a lot of correcting and detailing, but it shows how isometric can be done with two-color chars. And of course you can just change the colorset settings to make the castle a different color. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted May 14, 2010 Share Posted May 14, 2010 (edited) I tried and make it fit ordinary graphic mode too ... Edited September 12, 2019 by sometimes99er Picture's gone missing. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 14, 2010 Author Share Posted May 14, 2010 Damn you guys are good!!!! Quote Link to comment Share on other sites More sharing options...
The Codex Posted May 14, 2010 Share Posted May 14, 2010 Yep, the 2:1 proportionality looks better than the 1:1 I did in my quick mockup. I use 2:1 normally in my own isometric games. Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 14, 2010 Share Posted May 14, 2010 (edited) A little nitpick on the isometric castle. The castle looks fantastic... but the box it's in isn't isometric so it screws up the effect. And it looks like the back corner of the castle hangs off at the back. Edited May 14, 2010 by JamesD Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 14, 2010 Author Share Posted May 14, 2010 Eh, I see your point James... But I don't think it thows off the effect. But of course--- I bet we can always enhance and modify. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted May 14, 2010 Share Posted May 14, 2010 (edited) On 5/14/2010 at 4:13 PM, JamesD said: A little nitpick on the isometric castle. The castle looks fantastic... but the box it's in isn't isometric so it screws up the effect. And it looks like the back corner of the castle hangs off at the back. Something like this ? PS. I know there's a shadow missing, but I'm making dinner in a minute so ... Edited September 12, 2019 by sometimes99er Picture's gone missing. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 14, 2010 Author Share Posted May 14, 2010 Lookin great!!! You know, the gate should be a SPRITE--- I liked the one Racoon made, very slick!! Quote Link to comment Share on other sites More sharing options...
Kurt_Woloch Posted May 14, 2010 Share Posted May 14, 2010 Here's another dragon attempt... (you may recognize it from somewhere, but I redrew it somehow) 00011F0F073E1E0E381D0E0E85BF700F80C0F0987CD4D4D4D6FE10FCF8FC70CF Quote Link to comment Share on other sites More sharing options...
The Codex Posted May 14, 2010 Share Posted May 14, 2010 Cute Kurt, love Bubble Bobble! Your earlier dragon had a big friendly aspect to it. Looked a bit like Sweetums from the Muppet Show. Nice for a kid-friendly game. Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted May 14, 2010 Share Posted May 14, 2010 I tried and make it fit ordinary graphic mode too ... That's a lot of char defs, which will need to be redefined for each screen. Disk access will be a must, but definitely doable. Is that the direction this project is taking? Quote Link to comment Share on other sites More sharing options...
The Codex Posted May 14, 2010 Share Posted May 14, 2010 (edited) Personally, I'd rather go in the original direction, of "like Adventure with slightly better graphics", instead of the isometric variant. Programming in isometric is a challenge unto itself, without trying to convert Adventure over to that, which introduces the complexity of deciding how the original game maps to a new space. Since the interaction of a square player with very obvious color regions is crucial to the gameplay of the original, I think we risk losing a lot by switching to iso. Edited May 14, 2010 by The Codex Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 14, 2010 Share Posted May 14, 2010 (edited) A little nitpick on the isometric castle. The castle looks fantastic... but the box it's in isn't isometric so it screws up the effect. And it looks like the back corner of the castle hangs off at the back. Something like this ? PS. I know there's a shadow missing, but I'm making dinner in a minute so ... Bingo! Now we just have to create an isometric <> map collision detection routine. <edit> "just" LOL Edited May 14, 2010 by JamesD Quote Link to comment Share on other sites More sharing options...
UnderExtended Posted May 14, 2010 Share Posted May 14, 2010 (edited) Hi everyone I've been reading this forum since December, and been wanting to jump in. This Adventure Dragon contest is too good to pass up, so here I am. :-) Here are a few possibilites I made. If shifting the 2 16x16's is OK (like the one example), then that other dragon doesn't have to look so akward. Also, a mockup of a screen. I wasn't being too careful with the tiles on the castle, but they could probably <should definitely> be reduced. The little square guy is just a joke. My 2 cents: If the game was going to be as close to the original as possible, it should be done in XB (with some Assem assisting). But since it's going to be a remix, it should be done in Assem. Having said that, I can only contribute graphics or ideas, because I am only (slightly) familiar with XB. --Rich Edited May 27, 2010 by UnderExtended 1 Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 14, 2010 Share Posted May 14, 2010 I think after seeing the dragons on this page I'm now a distant 3rd at best. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted May 14, 2010 Share Posted May 14, 2010 I think after seeing the dragons on this page I'm now a distant 3rd at best. How do you choose? They're all good! Maybe the 3 dragons could all look different. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 14, 2010 Author Share Posted May 14, 2010 There will be 3 different dragons!!! Yea, thats the plan. I'm thinking 16x32 is going to win out in size.. Although there have been some slick 16x16 ones!! Quote Link to comment Share on other sites More sharing options...
The Codex Posted May 15, 2010 Share Posted May 15, 2010 Hi everyone I've been reading this forum since December, and been wanting to jump in. This Adventure Dragon contest is too good to pass up, so here I am. :-) Fabulous dragons! Almost heraldic. The screen is wonderful as well. If we decide to go with a single overall artist (for consistency sake), you've got my vote so far. Phenomenal amount of talent on this board, I have to say. It's been one post after another of great material and ideas. Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 15, 2010 Share Posted May 15, 2010 (edited) Export from Magellan... and it's broken. I have no idea how to fix it either. If you can fix it you can see what captain overkill made. (aka me) REM COLORSET DECLARATIONS (SETS 15 & 16 NOT SUPPORTED IN XB) 100 DATA 2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,13,1,13,1 REM CHARACTER DATA (CHARACTERS ABOVE 143 NOT SUPPORTED IN XB) 500 DATA 128,"87C1C061333578B8",129,"00E0D3FFE0FFDC80",130,"66C241213118F487",131,"80C0404060B0E8FC" 510 DATA 132,"9B15193932246478",133,"C40912A44C780C06",134,"6F4FC2C2848E81FF",135,"83C73B80601C0300" 520 DATA 136,"0B04020100000000",137,"0103273128281412",138,"061C7CEEAE4A4B9B",139,"00000001070D3B72" REM MAP DATA (CHARACTERS ABOVE 143 NOT SUPPORTED IN XB) REM MAP #1 REM MAP #1 WIDTH, HEIGHT, SCREEN COLOR 900 DATA 32,24,15 REM MAP #1 DATA 910 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 920 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 930 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 940 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 950 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 960 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 970 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 980 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 990 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1000 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1010 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1020 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1030 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1040 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1050 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1060 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1070 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1080 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1090 DATA 32,32,32,32,32,32,32,32,32,32,32,32,139,138,32,32 1100 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1110 DATA 32,32,32,32,32,32,32,32,32,32,32,137,133,132,128,129 1120 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1130 DATA 32,32,32,32,32,32,32,32,32,32,32,136,135,134,130,131 1140 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1150 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1160 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1170 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1180 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1190 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1200 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1210 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1220 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1230 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1240 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1250 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1260 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1270 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1280 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1290 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1300 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1310 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1320 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1330 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1340 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1350 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1360 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1370 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 1380 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32 REM LOAD COLORSET 1390 RESTORE 100::FOR C=1 TO 14::READ CF,CB::CALL COLOR(C,CF,CB)::NEXT C REM LOAD CHARACTERS 1400 RESTORE 500::FOR C=1 TO 12::READ CN,CC$::CALL CHAR(CN,CC$)::NEXT C REM DRAW MAP(S) 1410 CALL CLEAR 1420 RESTORE 900 1430 READ W,H,SC::CALL SCREEN(SC)::CALL CLEAR 1440 FOR Y=1 TO H 1450 FOR X=1 TO W 1460 READ CP::CALL VCHAR(Y,X,CP) 1470 NEXT X 1480 NEXT Y 1490 CALL KEY(0,K,S)::IF S=0 THEN 1490 1500 END <edit> Code fixed. Edited May 15, 2010 by JamesD Quote Link to comment Share on other sites More sharing options...
unhuman Posted May 15, 2010 Share Posted May 15, 2010 Yeah, that's messed up real good. One problem is line 1460 should be CALL VCHAR(Y,X,CP) since stupid TI likes to talk about Rows and Columns instead of X,Y However, the colors are still all screwed up. Quote Link to comment Share on other sites More sharing options...
The Codex Posted May 15, 2010 Share Posted May 15, 2010 Argh, you people are posting these bugs now, right after I release a new version? Where is the hate smilie... I'll patch that output up shortly, but in the meantime download the new version and see if the rest of the XB output works. The colorsets are handled differently in the latest version. Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 15, 2010 Share Posted May 15, 2010 (edited) I had a crash and lost the image so I'd have to piece it back together. <edit> I fixed the code in my post above. Color is hosed but you can see the image. Edited May 15, 2010 by JamesD Quote Link to comment Share on other sites More sharing options...
unhuman Posted May 15, 2010 Share Posted May 15, 2010 well, one would think you'd test these things Argh, you people are posting these bugs now, right after I release a new version? Where is the hate smilie... I'll patch that output up shortly, but in the meantime download the new version and see if the rest of the XB output works. The colorsets are handled differently in the latest version. Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 15, 2010 Share Posted May 15, 2010 Codex, do you work for zynga by any chance? <you'd have to play one of their games to understand> Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 15, 2010 Share Posted May 15, 2010 Yeah, that's messed up real good. One problem is line 1460 should be CALL VCHAR(Y,X,CP) since stupid TI likes to talk about Rows and Columns instead of X,Y However, the colors are still all screwed up. And the outer loop should be for Y and the inner loop for X. Quote Link to comment Share on other sites More sharing options...
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