Cybergoth Posted January 30, 2008 Author Share Posted January 30, 2008 Added the bullet to the kernels. Still looks stable. Close to a breakthrough milestone bullet.zip Quote Link to comment Share on other sites More sharing options...
Kroko Posted January 30, 2008 Share Posted January 30, 2008 Added the bullet to the kernels. Still looks stable. Close to a breakthrough milestone This looks great so far ! Can you please try to make Jumpman colored like in the C64 version ? I like the colored Jumpman much more than the white version. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 30, 2008 Share Posted January 30, 2008 Lookin' good, Manuel! Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted January 30, 2008 Author Share Posted January 30, 2008 Can you please try to make Jumpman colored like in the C64 version ? I like the colored Jumpman much more than the white version. I possibly could do a per-scanline coloring in this still rather simple level, but unfortunately other levels might severly suffer when regularly "throwing" away another 8 cycles per scanline just for coloring Jumpman. Hm... a more reasonable option could be color flicker, like I did earlier with the level structure. I will give that a try! Quote Link to comment Share on other sites More sharing options...
Albert Posted January 30, 2008 Share Posted January 30, 2008 Added the bullet to the kernels. Still looks stable. Close to a breakthrough milestone This looks great so far ! Can you please try to make Jumpman colored like in the C64 version ? I like the colored Jumpman much more than the white version. I'm used to the Atari 8-bit version since that's what I played long ago. If it comes down to sacrificing color elsewhere in order to color Jumpman, I'd rather have the white Jumpman. ..Al Quote Link to comment Share on other sites More sharing options...
Kroko Posted January 30, 2008 Share Posted January 30, 2008 Added the bullet to the kernels. Still looks stable. Close to a breakthrough milestone This looks great so far ! Can you please try to make Jumpman colored like in the C64 version ? I like the colored Jumpman much more than the white version. I'm used to the Atari 8-bit version since that's what I played long ago. If it comes down to sacrificing color elsewhere in order to color Jumpman, I'd rather have the white Jumpman. ..Al But while you are playing, you look at Jumpman all the time... wouldn't that justify to try hard to let him look as nice as possible ? Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 30, 2008 Share Posted January 30, 2008 I possibly could do a per-scanline coloring in this still rather simple level, but unfortunately other levels might severly suffer when regularly "throwing" away another 8 cycles per scanline just for coloring Jumpman. How about just two or three color changes (head, shirt, pants)? Would that help, rather than every scanline? Quote Link to comment Share on other sites More sharing options...
supercat Posted January 30, 2008 Share Posted January 30, 2008 How about just two or three color changes (head, shirt, pants)? Would that help, rather than every scanline? Probably not. Zone-based subdivisions only help if they apply to all objects at once; since Jumpman can move freely, that would not be the case here. Further, one of the missiles will share its color register with Jumpman. If Jumpman is multi-colored, that would cause the missile to change color too. Color flicker does not seem like a good approach, since flicker wreaks havoc with transparency. Indeed, since foreground objects will probably have to flicker, I would recommend against flickering the background. Venetian blinds would almost certainly work better. Quote Link to comment Share on other sites More sharing options...
lapetino Posted January 31, 2008 Share Posted January 31, 2008 If it comes down to sacrificing color elsewhere in order to color Jumpman, I'd rather have the white Jumpman. I thought white men couldn't jump. (Sorry, couldn't resist...) Quote Link to comment Share on other sites More sharing options...
r_type2600 Posted January 31, 2008 Share Posted January 31, 2008 (edited) I'm used to the Atari 8-bit version since that's what I played long ago. If it comes down to sacrificing color elsewhere in order to color Jumpman, I'd rather have the white Jumpman. ..Al But while you are playing, you look at Jumpman all the time... wouldn't that justify to try hard to let him look as nice as possible ? Maybe a different approach to make him look "nicer" in view of the apparent color limitations: (butter)smooth animation? That could boost Jumpman's personality and make him as likable and memorable as the famous Game & Watch stickmen, despite being only monochrome... If there's room for such, why not improve on the originals in spots? Edited January 31, 2008 by r_type2600 Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted January 31, 2008 Author Share Posted January 31, 2008 How about just two or three color changes (head, shirt, pants)? Would that help, rather than every scanline?Probably not. Zone-based subdivisions only help if they apply to all objects at once; since Jumpman can move freely, that would not be the case here. Yup. I even draw Jumpman in single scanline resolution, to make him look every bit like the original. So with all code being 2LKs I'm gonna loose the color cycles always on both lines. I could possibly make him move two lines at once vertically, to half the color writes, but I need to check first how he moves in the original. Further, one of the missiles will share its color register with Jumpman. If Jumpman is multi-colored, that would cause the missile to change color too. Flickering red and white could result in pink bullets and/or lianas, yes (It would look way more consistent though as per-scanline color writes, since that would cause the missile to take whatever color jumpman has on that line.) Indeed, since foreground objects will probably have to flicker, I would recommend against flickering the background. Venetian blinds would almost certainly work better. You didn't try the most recent binaries, did you? Maybe a different approach to make him look "nicer" in view of the apparent color limitations: (butter)smooth animation?That could boost Jumpman's personality and make him as likable and memorable as the famous Game & Watch stickmen, despite being only monochrome... I think he already has a life of his own and a lot of personality, so I'm not sure if one should really dare to mess with him BTW: Going to have some coffee now in one of these: (AFAIK Matty still has a few for sale => The Jumpman Lounge [/advert] ) Quote Link to comment Share on other sites More sharing options...
Albert Posted January 31, 2008 Share Posted January 31, 2008 BTW: Going to have some coffee now in one of these: (AFAIK Matty still has a few for sale => The Jumpman Lounge [/advert] ) I don't drink coffee, but that mug is awesome!! ..Al Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted January 31, 2008 Author Share Posted January 31, 2008 Agreed, I love mine! Here's an NTSC binary (will have a PAL one later in the evening, the kids just woke up...) with a multicolor Jumpman. How does it look on a TV? multi.zip Quote Link to comment Share on other sites More sharing options...
happymonster Posted January 31, 2008 Share Posted January 31, 2008 The last screenshot you posted looks great. I think the 'venetian blinds' effect of alternate colours works really well here. Quote Link to comment Share on other sites More sharing options...
Tempest Posted January 31, 2008 Share Posted January 31, 2008 Maybe this has been answered somewhere else, but is there a way to make the bombs look more like their 8-bit counterparts rather than squares? Every time I see the screenshots I'm reminded of Lode Runner. Hmm... 2600 version of Lode Runner. There's an idea... Tempest Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted January 31, 2008 Author Share Posted January 31, 2008 Here's the promised PAL binary. I spent some time making it look good on my TV multipal.zip Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted January 31, 2008 Author Share Posted January 31, 2008 Maybe this has been answered somewhere else, but is there a way to make the bombs look more like their 8-bit counterparts rather than squares? I think it would introduce tons of flicker when trying to draw the bombs with anything else but the playfield. Or you'd have to reposition them in all levels, pretty much like the bells in Hunchy 2, so that there's only ever one bomb per horizontal region. Quote Link to comment Share on other sites More sharing options...
Tempest Posted January 31, 2008 Share Posted January 31, 2008 Maybe this has been answered somewhere else, but is there a way to make the bombs look more like their 8-bit counterparts rather than squares? I think it would introduce tons of flicker when trying to draw the bombs with anything else but the playfield. Or you'd have to reposition them in all levels, pretty much like the bells in Hunchy 2, so that there's only ever one bomb per horizontal region. Oh so they're playfield graphics! That explains it. Oh well, square is good with no flicker... Tempest Quote Link to comment Share on other sites More sharing options...
Kroko Posted January 31, 2008 Share Posted January 31, 2008 Here's the promised PAL binary. I spent some time making it look good on my TV Very nice. I like that one It flickers a little, but I like it more than the white version Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted January 31, 2008 Author Share Posted January 31, 2008 It flickers a little, but I like it more than the white version Cool, thanks! And here comes the breakthrough milestone release for January! I just finished adding all the logic for the bomb removal code. The 4 "trigger" bombs of the level are also already linked with the code removing the according structure bits. This means that for a first level, "Easy Does It", I have all display features and kernels completed!! I attached the full, compiling source code, in case someone wants to try some other color combinations for levels and/or Jumpmans clothes on their TVs. Let me know if you find some good looking ones! I want to thank everyone for their fabulous support and input so far. I will take a ~ 2 week break from the project now, but continue work later in February. Take the time to have a look and post a comment! easydoes.zip Quote Link to comment Share on other sites More sharing options...
happymonster Posted January 31, 2008 Share Posted January 31, 2008 (edited) I could see a Loderunner game being done with this kind of graphical style too. Two alternating colours for the levels, ladders and collectables, narrower ladders and possibly with sprites that work on alternate lines to allow upto 4 men running around at once without using flicker. Edited January 31, 2008 by happymonster Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted February 1, 2008 Author Share Posted February 1, 2008 I could see a Loderunner game being done with this kind of graphical style too. Two alternating colours for the levels, ladders and collectables, narrower ladders and possibly with sprites that work on alternate lines to allow upto 4 men running around at once without using flicker. I think Lode Runner is doable on the VCS, one way or another. The dynamic playfield will require an approach with a lot of extra RAM though. The Jumpman screens you see here take up to 6*192 bytes ROM and LR would need that in RAM. Eric Ball got pretty close cloning the LR mechanics for the SC, not sure wat stopped him at the end. Another cool Jump'n'Run project might be a port of "Bruce Lee" Quote Link to comment Share on other sites More sharing options...
uosipa llamxew Posted February 1, 2008 Share Posted February 1, 2008 (edited) Wow! I just checked out yesterday's binary! I'm very impressed! ... I love Jumpman. Has anyone tried the remake by Raptisoft called HapHazard? It's a pretty darn fun game too. /edit/ Here's a Youtube video that demonstrates a few random levels of HapHazard: http://www.youtube.com/watch?v=LaTFziFcITI Edited February 1, 2008 by mojofltr Quote Link to comment Share on other sites More sharing options...
tremoloman2006 Posted February 2, 2008 Share Posted February 2, 2008 Jumpman looks AWESOME. Keep up the great work! I don't mind Jumpman being all white... I grew up playing the CGA version so I only saw either cyan, purple, white, or black when I played the Epyx PC version. Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted February 2, 2008 Author Share Posted February 2, 2008 I don't mind Jumpman being all white... I grew up playing the CGA version so I only saw either cyan, purple, white, or black when I played the Epyx PC version. That's interesting that you say you had a PC version from Epyx, since my copy is actually from IBM. I never tried mine though, since it's on a 5"1/4 disk and so far I never owned such a drive other than for the C64 Quote Link to comment Share on other sites More sharing options...
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