artrag Posted October 4, 2015 Author Share Posted October 4, 2015 (edited) they are (almost, space invaders has sprites 14x8, I had to cut and resize to make them fit in 8x8), but actually I'm trying to add on fly definition of gram so to have more enemies and animations If I succeed, I could also move gram update at wave changes, wip Edited October 4, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 4, 2015 Share Posted October 4, 2015 they are (almost, space invaders has sprites 14x8, I had to cut and resize to make them fit in 8x8), but actually I'm trying to add on fly definition of gram so to have more enemies and animations If I succeed, I could also move gram update at wave changes, wip What do you mean by "on fly definition of GRAM"? Do you mean GRAM cycling, or do you mean procedural generation of graphics? Quote Link to comment Share on other sites More sharing options...
artrag Posted October 4, 2015 Author Share Posted October 4, 2015 Updating the enemies in gram while they move. I have to see what is better, if updating at each frame change or at each swarm change. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 4, 2015 Share Posted October 4, 2015 Updating the enemies in gram while they move. I have to see what is better, if updating at each frame change or at each swarm change. If you have the GRAM available, it is always better to pre-load once and just switch cards during game play, for it is much faster. If you are trying to conserve GRAM for other purposes, then cycling GRAM is the way to go, for you will only need one or two cards per MOB (depending on the vertical resolution). Quote Link to comment Share on other sites More sharing options...
artrag Posted October 5, 2015 Author Share Posted October 5, 2015 (edited) All depends on the cpu load and the resulting frame rate...wip... Edited October 5, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
artrag Posted October 5, 2015 Author Share Posted October 5, 2015 Btw cycling isn't the best word as definitions will change according to distance. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 5, 2015 Share Posted October 5, 2015 Btw cycling isn't the best word as definitions will change according to distance. Sorry for the confusion. Typically in Intellivision programming we call it "GRAM cycling" when you are updating GRAM cards to animate or otherwise update the graphics of objects during actual game play. This is in contrast to loading GRAM during initialization and just switching card indices. Quote Link to comment Share on other sites More sharing options...
artrag Posted October 10, 2015 Author Share Posted October 10, 2015 Attempt of animated enemies dzgorf.rom Quote Link to comment Share on other sites More sharing options...
artrag Posted October 10, 2015 Author Share Posted October 10, 2015 (edited) Better attempt for animated enemies dzgorf.rom Edited October 10, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 11, 2015 Share Posted October 11, 2015 Better attempt for animated enemies I will be honest, they looked better the way you had them originally, before the new graphics. Quote Link to comment Share on other sites More sharing options...
artrag Posted October 11, 2015 Author Share Posted October 11, 2015 (edited) It packs 14 shapes (13 actually) in 62 unique cardsUnpacked you would need 112 tiles dzgorf.rom Edited October 11, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 12, 2015 Share Posted October 12, 2015 I will be honest, they looked better the way you had them originally, before the new graphics. By the way, I meant the non-Space Invaders version. Personally, I think the Space Invaders look does not really fit the enemies in this type of game. Quote Link to comment Share on other sites More sharing options...
artrag Posted October 12, 2015 Author Share Posted October 12, 2015 Features: - Rudimental support for score and lives - Gyrus controls on 16 directions - Rudimental support for game over - Early attempt of variable speeds for warp, enemies and main ship - Level increases after you pass the 5th enemy type (shown in the top right corner, in yellow) - You pass to a new swarm after that 10 enemies of a given type has been killed - New animation for the space warp All files are in the first post. dzgorf.rom Quote Link to comment Share on other sites More sharing options...
artrag Posted October 13, 2015 Author Share Posted October 13, 2015 File update in the first post Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 13, 2015 Share Posted October 13, 2015 Features: - Rudimental support for score and lives - Gyrus controls on 16 directions - Rudimental support for game over - Early attempt of variable speeds for warp, enemies and main ship - Level increases after you pass the 5th enemy type (shown in the top right corner, in yellow) - You pass to a new swarm after that 10 enemies of a given type has been killed - New animation for the space warp All files are in the first post. I like the "game over" screen, but it comes up when the first life is lost. I don't see the yellow number increasing, regardless of how many enemies I kill. I liked the previous warp effect (dots) better. The rays are fine, but a bit distracting. In either case, it should be faster. The enemies seem a bit slow, but that's fine if it's only during the first wave. Quote Link to comment Share on other sites More sharing options...
artrag Posted October 13, 2015 Author Share Posted October 13, 2015 Speed (of enemies bullets and space warp) increases each 6 waves. If you start with 1 life it is becouse of the test code for game over. I will fix it in the next update. Quote Link to comment Share on other sites More sharing options...
artrag Posted October 13, 2015 Author Share Posted October 13, 2015 (edited) Updated files in the first post. Edited October 14, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted October 13, 2015 Share Posted October 13, 2015 I like the dots better too. I think it gave a better tunneling/wormhole effect Quote Link to comment Share on other sites More sharing options...
artrag Posted October 14, 2015 Author Share Posted October 14, 2015 (edited) The problem with dots is that I should use gram tiles to displace the stars in the tiles. Using one fixed tile gives a poor result. Edited November 20, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 14, 2015 Share Posted October 14, 2015 The problem with dots us that I should use gram tiles to displace the stars in the tiles. Using one fixed tile gives a poor result. So, are you still preloading all enemy animation cards into GRAM? Perhaps its time to consider dynamic cycling of GRAM. Quote Link to comment Share on other sites More sharing options...
artrag Posted October 14, 2015 Author Share Posted October 14, 2015 (edited) Vector quantization is the solution.I will use as training sequence the data themselves on 60 centroids instead of 62. I only need 2 extra tiles for rays at +/- 5 degrees Edited October 14, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
artrag Posted October 14, 2015 Author Share Posted October 14, 2015 (edited) But I think also that speeding up the warp could make it fit better in the context. Have you reached level 1 or 2? How does it look at that speed? Edited October 14, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
artrag Posted October 14, 2015 Author Share Posted October 14, 2015 (edited) Using 6 static frames (or better 2 tiles defined dynamically) one could get the sequences in attach (I showed a slow and a faster version). Is it worth ? The sprites in 60 tiles would become like in picture (find the 3 differences Edited October 14, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 14, 2015 Share Posted October 14, 2015 Using 6 static frames (or better 2 tiles defined dynamically) one could get the sequences in attach (I showed a slow and a faster version). Is it worth ? The sprites in 60 tiles would become like in picture (find the 3 differences I think the animated one looks perfectly fine. I like it a lot. The slow is "meh," but adequate. The fast one is really cool. Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted October 15, 2015 Share Posted October 15, 2015 Fast is really cool. It gives a great flying through spaceeffect where slower is more like flying through a wormhole Quote Link to comment Share on other sites More sharing options...
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