artrag Posted November 21, 2015 Author Share Posted November 21, 2015 (edited) if i remember when i wake up i will try to work up some baddies for ya. Any preference of look you are going for? Something fitting with this: Edited November 21, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 21, 2015 Share Posted November 21, 2015 Screenshot of work in progress: Not bad. I expect the saucer to be a composed of a couple of MOBs, since it is of double vertical resolution. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 21, 2015 Share Posted November 21, 2015 And here's the rest... Red? Or pink? Easy peacy. How do you want the data? I can just generate DECLEs of each BACKTAB cell. Would that suffice? 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted November 21, 2015 Author Share Posted November 21, 2015 (edited) SCREEN and DEFINE data with intybasic code Actually it would be nice to have a message on the last line "Press any key to start" Just a question, why do you use different sizes in the "blocks" composing the title? About the original inspiration for titles and enemies, all stems from this: Edited November 22, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
artrag Posted November 21, 2015 Author Share Posted November 21, 2015 Screenshot of work in progress: shot0000.gif Not bad. I expect the saucer to be a composed of a couple of MOBs, since it is of double vertical resolution. I've just found IntyColor... even if not perfect with sprites it seems the right tool to get the data. Quote Link to comment Share on other sites More sharing options...
artrag Posted November 21, 2015 Author Share Posted November 21, 2015 And here's the rest... Red? shot0001.gif Or pink? shot0002.gif Easy peacy. How do you want the data? I can just generate DECLEs of each BACKTAB cell. Would that suffice? Pink seems better. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 21, 2015 Share Posted November 21, 2015 SCREEN and DEFINE data with intybasic code OK. I'll have to translate it since my scripts generate Assembly MACRO calls from my P-Machinery framework. Actually it would be nice to have a message on the last line "Press any key to start" You can easily add that with a PRINT overlaying the screen. That way you can cycle colours or flash the message to make it more interesting. Just a question, why do you use different sized in the "blocks" composing the title? Oops! Copy+paste error, sorry. I do these screens by hand in ASCII characters. Fixed! About the original inspiration for titles and enemies, all stems from this: Yes, I know, but it seems to be a completely different game and style. Once you crossed the "Gyruss" boundary, it became a more serious and graphically sophisticated game. Just my opinion. -dZ. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 21, 2015 Share Posted November 21, 2015 (edited) I've just found IntyColor... even if not perfect with sprites it seems the right tool to get the data. Aha! Then I shall stop cranking out my MACRO-to-IntyBASIC transformer. IntyColor is definitely better for IntyBASIC screens. In the case of yours, it's rather simple so there are no color stack conflicts or anything that needs clever utilization of the stack. Attached is the ASCII source of the screen for your reference, the BACKTAB data, and the unique GRAM tile set for the background. Let me know if you need anything else. scene_title.txt scene_title_btab.asm scene_title_cards.asm Edited November 21, 2015 by DZ-Jay Quote Link to comment Share on other sites More sharing options...
artrag Posted November 21, 2015 Author Share Posted November 21, 2015 Thanks tomorrow I will try to add it Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 21, 2015 Share Posted November 21, 2015 Thanks tomorrow I will try to add it I only said it because I thought you were going to process your PNG template image through IntyColor. If not, I can still translate my ASM/P-Machinery data to IntyBASIC code. Let me know. -dZ. Quote Link to comment Share on other sites More sharing options...
artrag Posted November 22, 2015 Author Share Posted November 22, 2015 (edited) Do not worry I can code the basic loader by myself. But just in case of changes, could you post your picture without borders ? I see two upper and lower lines in the current one. Edited November 22, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 22, 2015 Share Posted November 22, 2015 Do not worry I can code the basic loader by myself. But just in case of changes, could you post your picture without borders ? I see two upper and lower lines in the current one. LOL! Sorry, that was from the original screen that was there, I just overwrote the content but left the border with dark green. The funny thing is that, although you can't hear it, every time I boot up the screen it plays the Christmas Carol theme song. Attached is an updated screenshot with a green border to match the background. -dZ. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 22, 2015 Share Posted November 22, 2015 (edited) Personally, I am not fond of the green background for this sort of game. It looks much too Christmassy. Here are a few quick experiments with the colours just to play. I personally like the third one, and I would use at least 5 MOBs to make the saucer very colourful and animated, Close Encounters style! -dZ. Edited November 22, 2015 by DZ-Jay Quote Link to comment Share on other sites More sharing options...
artrag Posted November 22, 2015 Author Share Posted November 22, 2015 (edited) Draft title screen added. I worked on your last color scheme Ufo animation is missing. All files are in the first post Edited November 22, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 22, 2015 Share Posted November 22, 2015 (edited) Draft title screen added. I worked on your last color scheme Ufo animation is missing. All files are in the first post Looks strange, some of the letters are distorted weirdly. <- Mine <- New Edited November 22, 2015 by DZ-Jay Quote Link to comment Share on other sites More sharing options...
artrag Posted November 23, 2015 Author Share Posted November 23, 2015 The idea was to have a stretching effect, maybe I can give another try with a tool instead of tweaking manually the letters. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 23, 2015 Share Posted November 23, 2015 The idea was to have a stretching effect, maybe I can give another try with a tool instead of tweaking manually the letters. I understand. At least of those two, I prefer the original. The resolution of the blocks is low enough to make it hard for it to look good if you make the letters too thin. Quote Link to comment Share on other sites More sharing options...
artrag Posted November 23, 2015 Author Share Posted November 23, 2015 (edited) How would you convert this ? Edited November 23, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted November 23, 2015 Share Posted November 23, 2015 How would you convert this ? It uses way too many GRAM cards. You need to redesign it to keep within 64 GRAM cards. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 23, 2015 Share Posted November 23, 2015 How would you convert this ? That looks very cool. Let me take a stab at it with my ASCII art method. At first thought, I think we're going to have to use MOBs to increase resolution around some corners, but I think it's doable. Quote Link to comment Share on other sites More sharing options...
artrag Posted November 23, 2015 Author Share Posted November 23, 2015 (edited) If not doable, this could be a second best What do you think? I did it also a bit larger, maybe it looks better Edited November 23, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 23, 2015 Share Posted November 23, 2015 If not doable, this could be a second best What do you think? I did it also a bit larger, maybe it looks better Looks cool. I vote for the second one, it looks less clumsy. That said, I'll at with the other one you posted before -- I like the little block look. You should be able to pass it through IntyColor and build it. dZ Quote Link to comment Share on other sites More sharing options...
artrag Posted November 23, 2015 Author Share Posted November 23, 2015 (edited) this is the best i can do with 63 tiles files updated in the first post dzgorf.rom Edited November 23, 2015 by artrag Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted November 23, 2015 Share Posted November 23, 2015 (edited) this is the best i can do with 63 tiles files updated in the first post the word zone needs to move to the left. The two words arent centered. Other than that i like it. edit: to keep the left side and right side in an even line i shrunk all 4 letters of the word zone horizontally. this version is politically correct but might not fit the 64 tiles. im too lazy to count them right now Edited November 23, 2015 by pimpmaul69 Quote Link to comment Share on other sites More sharing options...
artrag Posted November 24, 2015 Author Share Posted November 24, 2015 This is exactly 64 tiles and fixes the P and E alignment at the expenses of the N and of the O that now looks distorted... What do you prefer ? dztest10.bmp Quote Link to comment Share on other sites More sharing options...
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