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Bombjack's sprites


TIX

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6 minutes ago, TIX said:

I assumed from the above that @Tezz wasn't comfortable with this, and I understood this kind of thought process as an artist myself !

If I did misunderstood , then all the better  :D

Hi Tix,

 

No it's all good :) I was referring to around the time it was released. It was 12 years ago now!

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6 minutes ago, Tezz said:

Hi Tix,

 

No it's all good :) I was referring to around the time it was released. It was 12 years ago now!

Heey !  excellent news !!

 

I have to pick up the pace then ?

 

 

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19 minutes ago, starfighter said:

Looks great! The one in the middle reminds me of Elvis (The King :) ) somehow...

Same for me regarding middle one, weight-wise it's rather Elvis at later stages of his career ?

 

And slimmer one looks great indeed!

Edited by Jacques
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I just found out that the 'strobing' red to black lights of the robots, are not sprite related, but some kind of separate chip doing the job.. if I make any sense.

That was a big wow factor of the arcade back then !

I can try to somehow reproduce it, but I don't know if it looks good in so few frames (check the bottom orb)

 

 ..and now for some rotating goodness ?

 

     C64          new      Arcade     

 

  c64.saucer.gif.cda61f915cf4a3623986bc78647708e7.gif  my.saucer.gif.3c66bfe32df473d08507d96925310df3.gif  arcade.saucer.gif.1a72b36bcad66843c7fa45c4a72ff622.gif   

 

   c64.rotating.B.gif.53a3f989b2a7533f9c0f1057cd3a1921.gif   rotating.B.gif.4e44349478c2a4f0a6d5398fbec942a9.gif    arcade.rotating.gif.4d1dc4ceb2ebbce9c1be8175c05640f1.gif

 

    c64.black-orb.gif.0e2c8544584ebb4a73be7de43aafacea.gif      black-orb2.gif.da016f84998250ecfeb3696e55120061.gif     arcade.black-orb.gif.9c0567432a515f3598a28df9b5511143.gif

 

  c64.weird.gif.85a5df47ed773a7fde4cb5cbf3f207be.gif   weird12.gif.d9d7de2ee7699ae358d674425cc4e99e.gif   arcade.weird.gif.9d5bb772a7ca54428e3729055e3b4083.gif

 

    c64_orb.gif.a3f120b191b38f485d45717ab0ee0d05.gif      my_orb4.gif.8fe3fcbe76e1d0de993e4ebd5bd73081.gif     arcade_orb.gif.8187e1e576a8aaa682c421301f9f1e91.gif

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They are looking great! Can I ask why are you using brown for a lot of it? Is the aim to match the C64 graphics and it’s lovely colour palette? It’s not like the Atari can’t do the greys and reds of the Arcade. Unless I’m missing something. 

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24 minutes ago, Ely said:

They are looking great! Can I ask why are you using brown for a lot of it? Is the aim to match the C64 graphics and it’s lovely colour palette? It’s not like the Atari can’t do the greys and reds of the Arcade. Unless I’m missing something. 

Thanks man !

 

They are playfield sprites, so they share the colors available on the playfield..  or something like that  ?

The experiment for me is to see if I can make them "better" using the original limitations !

 

Edited by TIX
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1 hour ago, TIX said:

Thanks man !

 

They are playfield sprites, so they share the colors available on the playfield..  or something like that  ?

The experiment for me is to see if I can make them "better" using the original limitations !

 

Ah, that makes sense. It's easy to forget the limitations the 8-Bits had when it comes to colours you can actually use at a given screen mode etc vs what the machine as a whole can generate. So I assume you're limited to like 4 colours for the sprites then right?

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Hi Tix,

 

Some nice pixeling, I like Jacks running animation. Just one point to mention with your rotating enemy sprite redraw, you've used the background colour like a third shade although however the background colour is mask removed so you will see the background graphics through those areas during gameplay. Black and Red are the permanent fixed colours for the software sprites in all rounds with a third colour provided by a player and missile.

 

The problem with the original fat c64 sprites is that they are over scale which affects the gameplay dynamic. It's something that I brought up during development at the time but Vega absolutley wanted the large c64 sprites to remain. I'm sure the decision was in respect that there hadn't been an A8 game with so many large fast moving sprites seen before so it was an impressive achievement upon it's release.

 

When I was previously working on Bomb Jack arcade, my original sprites were drawn to the arcade scale. I had Red and Black fixed but I used two PMGs for Jack .. White with overlap to obtain White/Pink and Cyan for the head/belt. The enemy sprites used the remaining PMGs for their 3rd colour. I thought it was worth sacrificing two PMGs for the main character.

 

tezz_selection_of_sprites.png.fc04017215d4823ce311348f7e75f505.png

 

I read through the ongoing DX development thread, the guys working on the new version had immediately sought to address the scale of the sprites too. You can see a side by side comparision with the scale of the proposed new sprites that they posted in the thread early on in the development.

 

BJDX-Groessenvergleich.jpg.57e741d1c93d0b270681f073f860b1bc.jpg

 

Their early dot ball design they posted also first used the background colour for the holes which was later revised to transforming between grey and black which you can see in the later wip videos.

 

Bomb-Jack-AnimBall.gif.26f285d0b92f73c6973690740728c3f5.gif

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6 hours ago, TIX said:

@Tezz you have PM !

And answered! :)

 

Before shutting off for the night I pixeled some possible first ideas for a couple of new enemy sprites, these are drawn in the smaller scale and with colours closer to the arcade as originally intended.

tezz_enemy_sprite_ideas.png.94d63baa8eab7b62f61ea707c8c2c364.png

 

Reattached the BJ sprites below, the red was set too dark in the previous attachment.

tezz_selection_of_sprites.png.d096bbbf5f09da41fc189469d761a78f.png

Edited by Tezz
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In my opinion, the transition to 3 colors only, do them good !

I went with hard black shadows, and light grey, so if you try really hard you can take them for metallic objects.. ?

 

bird.gif.77240c7ae1816264a5fc181da40122ed.gif black-orb.gif.2596694e73caacde044ab036c3cc6bc0.gif orb.gif.9b99accf3614f4cb275c25e993efdb2e.gif robot1.gif.6847f1f09e822431ac9516df80eca540.gif saucer.gif.a9139a072b2373e02b25693e43d5c89c.gif weird.gif.85e6d75a5545403111d2f52f8466a237.gif hermit.gif.f89514a52b42400da30b67e5a46b22b1.gif

 

These completes the enemies, Jack is already done, so some secondary pieces left to do..

 

Edited by TIX
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On 7/9/2020 at 4:37 PM, José Pereira said:

Hi.

Let me just give a little help before work continue and wasting the time...

All moving guys (including Jack) use 2PFs (playfield colours same as on the gfxs) that are black and red. Then each one uses a Player and a Missile to give the 3rd colour.

So the red and black can be used on all in their width (9, 10, 11, 12,... pixels whatever be) but the 3rd colour (white in Jack, light gray on robots or light brown on birds or the round/circle creatures) Player (8pixels) and Missile (2pixels) can only have a maximum of 10pixels width if the the two are consecutive or 8[space(s)]2 pixels / 2[space(s)]8 pixels so there's already frames that'll not be possible on Jack because white has 11consecutive pixels on some of his scanlines.

?

I said this thinking it'll help and you figure the sizes but you prefer to waste time then in future any wants to replace you have to do it all over again:

On 7/9/2020 at 5:15 PM, TIX said:

Thanks for the explanation

 

this is a side project for me, I don't plan to hack the game, as long as the guys @Tezz + @tebe are against it.

If sometime later they decide to back me up, I'm sure we'll iron out all technical inconsistencies.

Till then no time wasted, I'm just enjoying myself  ;)

Why? Many days later you continue to have more than  10consecutive pixels for that 3rd colour that is the Player&Missile on each of the things...

You're great designing but why not if someone says you go that way and not showing things people say:

"Wow!... That looks great!"

Then a coder or other says:

Oh! Yes but isn't possible, sorry."

 

We had similar talking on WonderBoy sprites and other stuff there and you kept doing things same way over and over again untill one day you realized and changed for a possible way.

The time is your but if one time per each then it leaves you time for many others A8 need a remake and all will Thanks yo very much.

Sorry but please do things as they can be so that maybe, in Bomb Jack case, just replace data for the new sprites and game code still the same.

Don't get me wrong as we all want the best on and for A8...

Thanks.

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And the complete sprite-sheet !

Apart from some robot frames that I have marked (and don't know the use for), everything is new,

my idea is for all the robots to have the same colors (black, red, light grey), but here I kept them white, as the old sheet had them.

 

@Tezz if you want to use them, be my guest ?

 

old.Spritesheet.bmp  vs  My.Spritesheet.bmp

 

 

old.Spritesheet.png.908b35feacacddb8e5a988472f24938f.png  vs   My.Spritesheet.png.4ef16ff4fb66a5e72e36e8e1ef143b13.png

 

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55 minutes ago, TIX said:

And the complete sprite-sheet !

Apart from some robot frames that I have marked (and don't know the use for), everything is new,

my idea is for all the robots to have the same colors (black, red, light grey), but here I kept them white, as the old sheet had them.

Hi Tix, nice pixeling.

 

Within the released source the sprite sheets have the separate 2bpp shapes and the 1bpp overlay shapes. As mentioned in the PM the sprite sheets don't contain the colours, that's dealt with in the code, it's just the shape data. The overlays which provide the 3rd colour are each one player and its associated missile for 10 pixel width so there are some edits required with your new sprites. I wasn't intending to revisit Bomb Jack but now that you've brought it up I'm contemplating whether I should pull the game apart and totally rewrite it a different way.

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