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Cybernoid WIP


snicklin

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Wow, simply wow.

 

I only wish xxl would have a look on Amaurote (Spectrum vs. A8) and fix the slowdown and graphic issues in the latter. I love that game, but it plays so slow...

 

You wouldn't want those speedups in Amaurote, because they were built on EOR-ing. The 3D look in the game would be killed.

But, possibly we will get a slight faster version of Amaurote. As it seems, the program has an issue with "moving logics". Any object is walking faster to the right than to the left. Removing this issue could do a speedup to 30% which would be fair enough.

Well, the explosions could be changed, to EOR-ing, so no slowdowns at all would happen.

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  • 11 months later...
  • 8 years later...
On 1/14/2012 at 12:13 PM, xxl said:

so far, so good...

 

http://atari.pl/cybernoid-test.atr

 

boot and run xbios. hold fire to startup BOMBS, Joy down - change weapon

 

hhmmmm how'd I miss this?

he's prolly able to do even more now... is it completed and hiding on a drive somewhere?

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  • 1 year later...

It'll need to follow these exactly colours:

Here you have them in 5colours (eachone/single 2x2 and all them joined in a single sheet) where:

PF0- (02);

PF1- (0E);

PF2- (8A);

PF3- (84);

BACKGR:- (66)with darker gray/black (on status area) and red on top and bottom DLIs;

1307691792_CybernoidscreenwithBAKcoloursDLIs.png.10e38c720371fb675b5dc96dd48b86dc.png

 

These colours using priority_0 can then be Ored to accordingly PMGs (Missiles will allways be in quadruple width):

P0 & P1: red (24) will Oring PF0 & PF1: (26) & (2E) for the two add-ons ship balls;

PM2 and PM3 in quadruple width will be distributed along the screen for the grouns pale green and/or green plant, brown towers... (dark and Oring PF2/PF3);

M0&M1 red will then covers the playing area sides:

1093357422_CybernoidscreenwithBAKcoloursDLIsthenM0M1forborders.png.80d4486625457356c507fc75e5d405f8.png

I'm using 48Bytes wide screen mode or the 2Missiles will not cover completely the two sides.

 

As I remember allmost all the screens could be 'underlayed' with PM2&PM3 to get things similar colours to C64 (PM2&PM3 have that 'shadow' around but isn't at real/will be the same darker gray/black (02) on all parts) for the level_01 example:

307054632_CybernoidonA8_level_01map.thumb.png.6a5496ea3a52b2e7ca16898fe4b45a67.png

Where's the red Xwhere's the problem (I think I dioscussed this with the 'supposed' coder as I also have this map somewhere in good conditios (after AtariAge website updates the older images are now all in these bad lookings).

 

Edited 26 minutes ago by José Pereira
 

X:8 1st place/winner at the ABBUC Software Contest 2013. The contest version you can download it from here: http://a8.fandal.cz/detail.php?files_id=6865

(but stay tuned for our future updates on the game...)

Ransack placed 3rd place at the ABBUC Software Contest 2014 that you can download it from here: http://a8.fandal.cz/detail.php?files_id=7078

Bomber placed 2nd place at the ABBUC Software Contest 2015 that you can download an 'After Party' file here: http://atariage.com/forums/topic/244962-bomber-file-after-party-release/

 

SUB-HUNTER game ideas:

SUB HUNTER on A8 Blog

 

Visit my begining of XX century buildings bad and good examples here in my city, Lisbon, their looking on these days, bad and good examples at: http://www.flickr.co...s/97808877@N08/

 

"FADO": Património Imaterial da Humanidade/ Intangible Heritage of Humanity:
http://youtube.com/watch?v=HaKH1JMT4Fk

"CANTE ALENTEJANO": Património Imaterial da Humanidade / Intangible Heritage of Humanity:

http://youtube.com/watch?v=VYHx-H4KmUk

Steril707

  55 minutes ago, José Pereira said:

It'll need to follow these exactly colours:

Here you have them in 5colours (eachone/single 2x2 and all them joined in a single sheet) where:

PF0- (02);

PF1- (0E);

PF2- (8A);

PF3- (84);

BACKGR:- (66)with darker gray/black (on status area) and red on top and bottom DLIs;

1307691792_CybernoidscreenwithBAKcoloursDLIs.png.10e38c720371fb675b5dc96dd48b86dc.png

 

These colours using priority_0 can then be Ored to accordingly PMGs (Missiles will allways be in quadruple width):

P0 & P1: red (24) will Oring PF0 & PF1: (26) & (2E) for the two add-ons ship balls;

PM2 and PM3 in quadruple width will be distributed along the screen for the grouns pale green and/or green plant, brown towers... (dark and Oring PF2/PF3);

M0&M1 red will then covers the playing area sides:

1093357422_CybernoidscreenwithBAKcoloursDLIsthenM0M1forborders.png.80d4486625457356c507fc75e5d405f8.png

I'm using 48Bytes wide screen mode or the 2Missiles will not cover completely the two sides.

 

As I remember allmost all the screens could be 'underlayed' with PM2&PM3 to get things similar colours to C64 (PM2&PM3 have that 'shadow' around but isn't at real/will be the same darker gray/black (02) on all parts) for the level_01 example:

307054632_CybernoidonA8_level_01map.thumb.png.6a5496ea3a52b2e7ca16898fe4b45a67.png

Where's the red Xwhere's the problem (I think I dioscussed this with the 'supposed' coder as I also have this map somewhere in good conditios (after AtariAge website updates the older images are now all in these bad lookings).

 

Expand  

That's beautiful, José...

Thanks×
 

Check out my game "Hyperblaster" for Amiga1200 and Neo Geo:

https://www.youtube.com/watch?v=XJtUyoVP49w

José Pereira

Found it:

16829815_CybernoidonA8_level_01map.thumb.png.130e0c940f4e83a95b5515b9217e2f7b.png

 
 

X:8 1st place/winner at the ABBUC Software Contest 2013. The contest version you can download it from here: http://a8.fandal.cz/detail.php?files_id=6865

(but stay tuned for our future updates on the game...)

Ransack placed 3rd place at the ABBUC Software Contest 2014 that you can download it from here: http://a8.fandal.cz/detail.php?files_id=7078

Bomber placed 2nd place at the ABBUC Software Contest 2015 that you can download an 'After Party' file here: http://atariage.com/forums/topic/244962-bomber-file-after-party-release/

 

SUB-HUNTER game ideas:

SUB HUNTER on A8 Blog

 

Visit my begining of XX century buildings bad and good examples here in my city, Lisbon, their looking on these days, bad and good examples at: http://www.flickr.co...s/97808877@N08/

 

"FADO": Património Imaterial da Humanidade/ Intangible Heritage of Humanity:
http://youtube.com/watch?v=HaKH1JMT4Fk

"CANTE ALENTEJANO": Património Imaterial da Humanidade / Intangible Heritage of Humanity:

http://youtube.com/watch?v=VYHx-H4KmUk

  • Like 5
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5 hours ago, José Pereira said:

These colours using priority_0 can then be Ored to accordingly PMGs (Missiles will allways be in quadruple width):

P0 & P1: red (24) will Oring PF0 & PF1: (26) & (2E) for the two add-ons ship balls;

PM2 and PM3 in quadruple width will be distributed along the screen for the grouns pale green and/or green plant, brown towers... (dark and Oring PF2/PF3);

M0&M1 red will then covers the playing area sides:

That's a pretty good use of Prior0... I had only seen that single screenshot I think.

 

I don't know if it would work for all the screens though...

 

One thing that would potentially look buggy is the color clashes between the ship and the background because you're using PF2 (or PF3 ?) on the ship and background. 

The ship should only use BK, PF0 & PF1

 

Seems a little wasteful to use PM0/1 just for those red mines (and borders). perhaps it would be possible to make the red part smaller ? 

 

like this ? (just make the inner part red)

 

custom_magic_8_ball_with_image_answers_5

 

Then you could use PM0+ M0 for the 2 balls and PM0/1 to give the ship its own color

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16 hours ago, rensoup said:

One thing that would potentially look buggy is the color clashes between the ship and the background because you're using PF2 (or PF3 ?) on the ship and background. 

The ship should only use BK, PF0 & PF1

No need to use. There's no clash:

PF0- (02);

PF1- (0E);

PF2- (8A);

PF3- (84);

BACKGR:- (66)with darker gray/black (on status area) and red on top and bottom DLIs;

1093357422_CybernoidscreenwithBAKcoloursDLIsthenM0M1forborders.png.80d4486625457356c507fc75e5d405f8.png

Our ship is using [PF0/PF1/PF3] while PF2 is the lightest blue. you can see that all moving things (that can be in same chars as our ship) use these same PFs. The PF2 is on the gfxs that we do not enter/cross these chars.

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