Yaron Nir Posted May 5, 2019 Share Posted May 5, 2019 Hi all, i have started wokring on a new atari 8 bit game called "The Dude". it is a beat-em-up type of game. remind of double dragon / target renegade The game will be entirely developed in c laungage (cc65) and will have bits of asm code (as needed, for rmt for example). Attached an image of 2 characters i have been working on "The Dude" and one of the enemies. and also and xex to show the frames movement of the two Does anyone wants to join my project? let me know. beatemup.xex 14 Quote Link to comment Share on other sites More sharing options...
R0ger Posted May 7, 2019 Share Posted May 7, 2019 It's not much, but what there is looks good ! 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 7, 2019 Author Share Posted May 7, 2019 Yes it is just the beginning . I am looking for co-developers who love and understand CC65. Any1 cares to join? Quote Link to comment Share on other sites More sharing options...
Mathy Posted May 7, 2019 Share Posted May 7, 2019 Hello guys We need a MIDI-Mate/MultiLink game with this! Sincerely Mathy Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 8, 2019 Author Share Posted May 8, 2019 What do you mean? Quote Link to comment Share on other sites More sharing options...
R0ger Posted May 8, 2019 Share Posted May 8, 2019 Multiplayer over cable, basically .. Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 8, 2019 Author Share Posted May 8, 2019 you mean something like 2 players playing this game in network? that would be very ambitious. let's start by having 1 player that beat the crap out of the bad guys having only 4 PMGs and 4 Missiles and each PMG is 8 pixel wide only is one heck of restriction that makes it difficult developing this game still looking for gurus who are looking to join this ambitious project.... Quote Link to comment Share on other sites More sharing options...
Mathy Posted May 8, 2019 Share Posted May 8, 2019 Hello Yaron Yes, that's what I'd like. A multiplayer game in a network with nice graphics. It doesn't have to be this game, but.... all your bad guys need to displayed somehow. These bad guys are controlled by the computer. But what if the bad guys (that don't have to be bad guys in a different game) would be controlled by other players via the network? Sincerely Mathy Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 8, 2019 Author Share Posted May 8, 2019 Thats an awesome idea . Will leave it for phase 2 of the game. Still a lot to accomplish in phase 1 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted May 8, 2019 Share Posted May 8, 2019 (edited) Battle of the bad dudes, instead of computer AI, the dudes are all move by the networked jostick inputs and the hits etc count and score as usual and sent down the line. Something to do before during or after development of your main game is how I'd take the idea, perhaps even a selection from the main menu or a stand alone version. Sounds like fun... eventually it could more than likely be made dragon/dracary connected, sounds good Edited May 8, 2019 by _The Doctor__ 1 Quote Link to comment Share on other sites More sharing options...
R0ger Posted May 8, 2019 Share Posted May 8, 2019 Problem is, the game has to be built from the ground up to use networking. Mainly it really complicates DLIs. It's something veterans have trouble with, certainly not a feature for your first game. 2 players with 2 joysticks on one screen will be more than enough. And more than this bunch deserves Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted May 8, 2019 Share Posted May 8, 2019 Problem is, the game has to be built from the ground up to use networking. Mainly it really complicates DLIs. It's something veterans have trouble with, certainly not a feature for your first game. 2 players with 2 joysticks on one screen will be more than enough. And more than this bunch deserves HEY! 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 8, 2019 Author Share Posted May 8, 2019 here is a question i have been strugling with in this development. the dude is 8 pixel wide combined from 2 players with a 3rd color. i have an issue figuring how this dude can punch or kick. the walk frames are easily fit the 8 pixel wide. but punch and kick are not. any good ideas? tricks? Quote Link to comment Share on other sites More sharing options...
Kyle22 Posted May 8, 2019 Share Posted May 8, 2019 Look near the end of this thread: http://atariage.com/forums/topic/242051-popeye-arcade-8-bit-conversion/ They discuss the punch. Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 8, 2019 Author Share Posted May 8, 2019 If i understand this correctly, it seems popeye punch uses the trick i was thinking about but just didn't know how to implement it with my dude character as he is very detailed. it seems they used 2 players, where player 1 is normal size and player 2 is doubled size. I see that popeye is 3 colors. so i guess he is combined out of 2 players with a 3rd color although the overlap 3rd color doesn't seem right in his character. perhaps they are using differnt trick here? Quote Link to comment Share on other sites More sharing options...
R0ger Posted May 8, 2019 Share Posted May 8, 2019 I would go for soft sprites. Double dragon type game doesn't really have to 1 frame refresh. You can then use PMG as underlay for adding more color, the way International karate does it. Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 8, 2019 Author Share Posted May 8, 2019 Problem with this type of character (very detailed) the pre-shifting will take a lot of memory consumption I can create the dude using mode E and when he punches he will be 4 bytes (each byte is 4 pixel wide) so he will be 16 bytes wide times 42 for height .... and if he walked and jumps that adds more frames into place .... I am afraid it will take a lot of memory Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted May 8, 2019 Share Posted May 8, 2019 It would be worth having a peek under the hood of titles such as International Karate and Barbarian (on the C64 but also Tezz's demos on AtariAge and another here). More good reading material you may have seen already 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted May 9, 2019 Share Posted May 9, 2019 I don't think Yaron is interested at the moment but with the upcoming 8bit-Unity it is possible to make crossplatform (A8, Apple II, C64) multiplayer online games using C language. 1 Quote Link to comment Share on other sites More sharing options...
danwinslow Posted May 9, 2019 Share Posted May 9, 2019 (edited) I don't think Yaron is interested at the moment but with the upcoming 8bit-Unity it is possible to make crossplatform (A8, Apple II, C64) multiplayer online games using C language. Wow, speaking of ambitious....seems kind of unlikely, but you never know I guess. *edit* Oh, I see, at first I thought it was like unity 3D world engine. Still seems kind of ambitious but he did do that racing game. Will check this out. Edited May 9, 2019 by danwinslow 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted May 9, 2019 Share Posted May 9, 2019 I would go for soft sprites. Double dragon type game doesn't really have to 1 frame refresh. You can then use PMG as underlay for adding more color, the way International karate does it. The degree of details would need software sprites. The way it is done yet, we might not see any background in the game. PMG used as in IK means to still have no background graphics. It could be more pleasuring the eyes , if the "sprites" or better "moving objects" , get a common color, while the background gets more distinguished by PM underlay, giving some depth, walls, Windows , or just some items in the background. The "moving objects" seem not to have the "Sprite" feature, to move freely over any background though. PMg in the background is changing the situation. Quote Link to comment Share on other sites More sharing options...
emkay Posted May 9, 2019 Share Posted May 9, 2019 Even more interesting to think of: If you use the PMg for some background, you could actually use a 32 Bytes width screen, and scrol the background the full width area. Just by adjusting the PMg x positions. Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted May 9, 2019 Author Share Posted May 9, 2019 I am familiar with unity by the 8 bit dude. He did a good job there. I will go with soft sprites for this beat em up game. Need to think carefully about memory and layouts ... Will share my progress if any1 is interested of course ... 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted May 9, 2019 Share Posted May 9, 2019 I'm actually wondering, if THIS game now is going to show some real special stuff. Using the PMg for some scrolling background may need some special designer. Let's wait and see. Quote Link to comment Share on other sites More sharing options...
emkay Posted May 12, 2019 Share Posted May 12, 2019 As it seems usual to people to misunderstand what it is about, here a quick example: The "fighters" were build on 32 byte wide Mode E. The "Skyline" is build using PMg . I added some DLIs for the background enhancement. The Skyline can be scrolled to the left an the right, by setting the 8 PMg x position registers. They also suggest a full horizontal screen usage. Hint: Background color is white The moving objects in Front can have any size, no bit handling needed to avoid color clashing. 1 Quote Link to comment Share on other sites More sharing options...
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