José Pereira #1 Posted August 3, 2010 Hi to all. Popmilo says: "One Day I'll finish coding a Game..." Me says: "ne Day someone will code my ideas into a real Game". O.k., so what I am looking now: Yes, Bad Dudes VS Dragon Ninja!... As always I get what I think it can turn into a real Game. I get all from Arcade version: "Our Dudes", all Enemys (different Ninjas, Girl, Bosses) and the complete Map. A8 never get any Beat'em'Up Arcade, so, I was wondering if any coder around here would be interested in take this one... Anyone? I'll start a Week ago, but have mostly of the things in my Head (and some also on the computer ). This is just a Screen with the Playing Area. Bottom Gray empty place is the space for the two Lines of the Status Area. It is a simple Game in terms of DLIs., because the Lines are at the same y for all the scrolling Map. It needs some pixels and colours DLIs. re-adjustments but you'll get it: (not a single PM needed to the Playing area) And in this picture on my way of seeing the things you can have four Players in each Line. Like: At the Top this 4ones: You can have more, like on Arcade and on the different versions, you just point One or Two Enemys at the Bottom and they jump when some other(s) were killed. So, anyone have thought of coding a Game like this for A8? Can I help? Thanks. Greetings. José Pereira. Quote Share this post Link to post Share on other sites
José Pereira #2 Posted August 5, 2010 Hi. Talk about Charsets, Chars later. Just this right now: On G2F (48Wide): And using an Emulator/real Computer (only 42Chars visible, but it's a Scrolling Game): Back to some more re-dones!... Greetings. José Pereira. Quote Share this post Link to post Share on other sites
ZylonBane #3 Posted August 5, 2010 Get a blog. Quote Share this post Link to post Share on other sites
dmlloyd #4 Posted August 6, 2010 José, have you done any original 8-bit graphic artwork? If not, you should give it a try. Not everyone here is cynical. Quote Share this post Link to post Share on other sites
José Pereira #5 Posted August 6, 2010 Get a blog. And I expect you go to your Planet. You only get inside others posts to insult, call names... and so on... (not only mine, others also!...) What's the name of your Blog , because I think we all would like to see what you have done for ATARI I want to see your Blog first, perhaps you can give me some more crazy ideas, of what an Atarian should (not) be! Greetings to (almost) all! José Pereira. Quote Share this post Link to post Share on other sites
Shawn Jefferson #6 Posted August 7, 2010 What's the name of your Blog , because I think we all would like to see what you have done for ATARI I'd be interested to see. Quote Share this post Link to post Share on other sites
analmux #7 Posted August 7, 2010 Get a blog. And I expect you go to your Planet. You only get inside others posts to insult, call names... and so on... (not only mine, others also!...) What's the name of your Blog , because I think we all would like to see what you have done for ATARI I want to see your Blog first, perhaps you can give me some more crazy ideas, of what an Atarian should (not) be! Greetings to (almost) all! José Pereira. Quote Share this post Link to post Share on other sites
+Stephen #8 Posted August 7, 2010 What's the name of your Blog , because I think we all would like to see what you have done for ATARI I'd be interested to see. Would you really want to see 60 pages of people being told how stupid they are, how bad their ideas are, etc:? Those who can, do. Those who can't, incessantly moan at those who do. Quote Share this post Link to post Share on other sites
ZylonBane #9 Posted August 7, 2010 Thanks guys for demonstrating that Jose's posts aren't worth talking about. Quote Share this post Link to post Share on other sites
+therealbountybob #10 Posted August 8, 2010 José, have you done any original 8-bit graphic artwork? If not, you should give it a try. Not everyone here is cynical. Yes, you should keep an eye on atarionline.pl (when they are back up after their server move!) as they seem to have a few graphics competitions etc Quote Share this post Link to post Share on other sites
Fres #11 Posted August 9, 2010 I always enjoy hearing about your ideas, José. Quote Share this post Link to post Share on other sites
José Pereira #12 Posted August 9, 2010 Thanks guys for demonstrating that Jose's posts aren't worth talking about. I don't see others feel the same as you. What's the Language on your Planet anyway? I've just spent some of my precious Time (used in all that Screens!...) and I didn't find any Post(s) started by you. There are just one? Screens, Music, programming, anything, it must have been something you've done for Atari! Please help me to find it!... Oh! There it is, I find some things you've said: ZylonBane, on Tue Jun 15, 2010 1:33 PM, said: Atariksi, the only "mentally retarded ape" here is you. He also say this to me about my LNs. Screens re-done into A8 a long time ago: "Of course YOU think it's better this way. That's because you are an attention whore." I report this last one to the Admin., but nothing happens. If none of my Post are worth talking about, why are you always answering ? I do what I think I'm best : Re-done and thinking on how it could look like long awaited un-released Games for A8. (and probably one day I'll get a "Partner" to code...) And you, what are you "the best" (always put others work don't, some work? I have to say this, but please do me a favour (and probably to others also!...) ignore the Posts if your only attention is insulting. I have more to do and spent my Time than with you... For me AA it's a large all's Blog, Twitter, facebook,... It's here I feel good and want to show my ideas, thoughts, feelings, everything I'm doing ... Greetings. josé Pereira. For others please see me at my next Screen. Here, at any time... Quote Share this post Link to post Share on other sites
analmux #13 Posted August 9, 2010 Jose, don't waste your time on this Some guys don't have a creative hobby, but another kind of hobby Quote Share this post Link to post Share on other sites
oky2000 #14 Posted August 9, 2010 Whether people use Jose's efforts is not important, I like his enthusiasm and his graphic mockups actually! Keep up the design Jose I don't see any positive things from Zylon so bollox to him I say. I am still working on Salamander/Lifeforce for A1000/500 and I don't really care if it takes me another 24 months to get something worth showing on an Amiga board. It IS going to happen Actually graphics are finished...music is a real bitch to rip and convert though..... 2 Quote Share this post Link to post Share on other sites
popmilo #15 Posted September 5, 2010 Whether people use Jose's efforts is not important, I like his enthusiasm and his graphic mockups actually! Keep up the design Jose I don't see any positive things from Zylon so bollox to him I say. ... Agreed... Something good will definitely come out of his ideas! Most of times he is thinking outside of the box, sometimes not possible stuff, but I have already got few new ideas only because of his experiments so thumbs up from me José! Back to the topic: Backgrounds proposition looks OK. I guess it is 5 color char mode ? In that case moving objects could be a problem... I see two possible solutions: 4 players in double size are enough as underlays for 4 software sprites just to get that one more color... Combine 2 double size players as color underlays , and 2 regular size players in black color in front of those for main player sprite.Make at least three enemies from char mode software sprites (or as much as cpu speed permits). They come in groups so each wave of enemies could be in different color to make it more colorfull (just limit the use of 5th color in background so you don't get to much color clash in the back). As with many other ideas for new games, in both cases number and size of software sprites are the main question. Newest Space harrier has shown that A8 has lots of speed but is it enough for at least 4 x 4x5 chars freely movable sprites ? Not much of games using software sprites in that way as I know ? ps. Even Apple 2 and spectrum have games like Double Dragon, Target renegade and Dragon Ninja... There must be a reason why A8 hasn't ? Quote Share this post Link to post Share on other sites
Creature XL #16 Posted September 5, 2010 Whether people use Jose's efforts is not important, I like his enthusiasm and his graphic mockups actually! Keep up the design Jose I don't see any positive things from Zylon so bollox to him I say. ... Agreed... Something good will definitely come out of his ideas! Most of times he is thinking outside of the box, sometimes not possible stuff, but I have already got few new ideas only because of his experiments so thumbs up from me José! Back to the topic: Backgrounds proposition looks OK. I guess it is 5 color char mode ? In that case moving objects could be a problem... I see two possible solutions: 4 players in double size are enough as underlays for 4 software sprites just to get that one more color... Combine 2 double size players as color underlays , and 2 regular size players in black color in front of those for main player sprite.Make at least three enemies from char mode software sprites (or as much as cpu speed permits). They come in groups so each wave of enemies could be in different color to make it more colorfull (just limit the use of 5th color in background so you don't get to much color clash in the back). As with many other ideas for new games, in both cases number and size of software sprites are the main question. Newest Space harrier has shown that A8 has lots of speed but is it enough for at least 4 x 4x5 chars freely movable sprites ? Depends on the CPU use in the rest of the game and more importantly if they are really all over the screen or just in the bottom. Some days ago I finished my first softsprite-rout for char mode. It is, however, not optimised and a 2x2 char sprite (expands to 3x3 on screen obviosuly) needs around 18 scan lines. This is with ORing the background but WITHOUT ANDing, as I just use color %11 This is just to throw some figures out. I am sure others have their optimised softsprite-routs available since years ps. Even Apple 2 and spectrum have games like Double Dragon, Target renegade and Dragon Ninja... There must be a reason why A8 hasn't ? Even 2600 has Double Dragon Saw it just some days ago on youtube But I can't help much for the game, as I am busy with two other games for A8. And IFF I would help with any of those crazy ideas, then it would be LN Quote Share this post Link to post Share on other sites
José Pereira #17 Posted September 6, 2010 Hi, nice to ear your comments. My picture is just done in ANTIC4, 5 colours Mode and DLIs. I get the Arcade version Map and see if can be done with DLIs. at the same yLine for each Level scrolling. And yes, it can... First I get it into G2F and 5colour Mode. Than DLIs and some rework to turn into 2:1 ratio. On this Screen the Walls,Windows,... are already Chars. Scrolling the Map there's something like the same number of Chars needed to add (new Windows, some Backgr. Buildings, Doors,...). From what I am seeing, this will turn to look good as Arcade version into: -48wide for neat/realistic Scroll. -On my Picture I'll get a Charset for 3/4 Lines. Adding SoftSprites with Shifting, probably 1Charset for 3Lines will end up with 10Charsets=3Kb. for all Screen High. -Player and Enemys was the thing I have more troubles. They can be possible if: -Use the Skin colour as a part of the Backgr. colours (The Light Brownish as PF1) -PF0 as Black to mask Double Width Sprites. And each Player like this (after seen many Times YouTube Videos of the Arcade version): -> Our Player: PF0-Black (Shirt), PF1(Skin colour), PM0(normal width)-Trousers White colour, Ored PF1-Hair -> Blue,Red and Green Ninjas-P2 on one and P3 on the other, Double width, maskes by "border" them with some PF0-Black where needed. -> Girl: PM1, the same way as "our Dude": PM1-Clothe and Ored PF1 for the Hair. Large "End of the Level" Bosses with Double width PM2 (PM2 Ninja off the Screen) are sufficient. What I don't know, is if we can have 4Large/Tall Soft Sprites and also 4Pms underlays moving around. The sizes of each SoftSprite, includ. Shifting are 6Chars Horiz. x 10Chars Vertical, but can be redesigned, of course... Suggestions, ideas, comments always welcome. Greetings. José Pereira. (P.s.- Ah, by the way, I take some ideas from the C64 Last Ninja 4 unreleased with my ideas and I think I have a Master Screen for LN1. LN3 was already re-done: And now comes LN1: (not finished yet, but almost...) José Pereira.) Quote Share this post Link to post Share on other sites
popmilo #18 Posted September 7, 2010 ...This is just to throw some figures out. I am sure others have their optimised softsprite-routs available since years Well, that seems to be the problem ... I still haven't seen that on A8 Beside few demos I still haven't seen what I think is possible... But that is exactly why it is on top of my list Quote Share this post Link to post Share on other sites
José Pereira #19 Posted September 7, 2010 ...This is just to throw some figures out. I am sure others have their optimised softsprite-routs available since years Well, that seems to be the problem ... I still haven't seen that on A8 Beside few demos I still haven't seen what I think is possible... But that is exactly why it is on top of my list Let's think on another side... Which Games we remmember with Large Soft Sprites and Backgr. Gfxs.? I'm thinking... And with that and PMs. under/overlay them? I'm still thinking... Conclusion Two Sprites and seems mixture of Soft and Hardw. Sprites a little big, probably a basement for some beat'em'ups Game: Yie Ar (Another) Kung Fu? But probably anymore, but I can't remember!... Demos with Soft&Hardw. Sprites mixing and Moving? Anyone remembers of some examples? Thanks. Greetings. José Pereira. Quote Share this post Link to post Share on other sites
José Pereira #20 Posted September 7, 2010 Analizing Yie Ar: Sprites Width:20pixels(2:1) in PFs./PMs overlay Area. " Tall: 9Chars (54pixels) Backgr. Gfxs.: Or Bitmap or just PF2 in Players overlapping Area. What's the technic? Simple and effective, in the same way as I am always done on my Pictures: -PRIOR0. -PM0&PM1 Ored PF0/1. -PM2&PM3 Ored PF2. They join PM0&1 for one Player and PM2&3 for the other Player. Now see my Bad Dudes picture, let's say I can get off PF3 from the the PM2&3 Area and we have it... And morem I don't even need to get off PF3, I am idea of just need PM2 & PM3 for two Enemys just on Backgr., just the PMs. colours. The sizes 24x56 is almost what I need (possible, tall on Arcade version it's 64pixels) Yie Ar it's very fast using this. But need 2more Soft Sprites on Bad Dudes. Onstead of two PMs for each Player, I just need 1PM to each Player (normal on other versions are 4Players in each Line, more but waiting at the bottom.) But it«s me talking about Bad Dudes, now talking about others, Double Dragon, for example, the Guys are so small, that with this technic, probably 4Guys SoftSprites and PMs. are something the same Chars as the two Yie Ar Players. Just some more thoughts... José Pereira. Quote Share this post Link to post Share on other sites
José Pereira #21 Posted September 7, 2010 OOps. Sorry, but I my mind staarts thinking and thinking, and remember another Game, Armalyte. Yie Ar as 54Charsx2Players are 108Chars and 4PMs. and they move very fast. Are Armalyte Sprites moving more faster than A8 Yie Ar Players? On Armalyte each Sprite it's 9Chars, so the eight by Line at C64 are just 72 Chars. Enemys move only on empty Areas. PM0 for Ship1. PM1 for Ship2. P2(Double Size) for Enemy1. P3(Double Size) for Enemy2. Clever tricks for the other enemys? P2&P3 quadruple width, with carefully planning can take 2, 2 1/3 of Enemys... Suggestions, comments, ideas welcome, as always... Thanks. Greetings. José Pereira. Quote Share this post Link to post Share on other sites
analmux #22 Posted September 7, 2010 The two pictures attached to post #17 really look great. I assume you used the g2f tool. Did you already send them to the g2f-gallery? At least you could consider doing that. If no one will actually do the port, then at least graphicians could be inspired Quote Share this post Link to post Share on other sites
José Pereira #23 Posted September 7, 2010 The two pictures attached to post #17 really look great. I assume you used the g2f tool. Did you already send them to the g2f-gallery? At least you could consider doing that. If no one will actually do the port, then at least graphicians could be inspired LN1 it's not finish, almost... I have many from Games, and doesn't seem tp fix at G2F spirit... but probably ome Day I join all in an Slideshow... I have many, many Pictures of "How this Game could turn into A8!" And increasing every Day... I don't intenf to show Public by now, some are more than Pictures (Sprites, Chars,...) I am trying to get someone to code the ones that am almost 100% sure I'm right... Even if this take years. Some surprises may come in the next days. Just Screens, Charsets and Sprites but it's a 2Games that I probably can get a cider around here. Two Platform ones and new Games at the Market. I can only show when all done and the owners right (I think I can get them). Greetings. José Pereira. Quote Share this post Link to post Share on other sites