Heaven/TQA #1 Posted November 27, 2005 ok...ok...it seems i am back into game coding... here is a small update of Boinxx... i rewrote the gfx engine to overscan which is nicer when having enemies coming from the side borders...i hate games where you can realise that they are made of PM... and while switching into overscan i implemented the "earthshake" fx which you can see right after hitting the water... this effect will be used later for some special... can you guys please test the collision routine? i had to adapt all screen calculations and tile lookups so i could made a mistake... just play around little bit... and please give me new colours for the power up panel below the score... i can not come up with some nice colours for the 4 players... any ideas? i thought of something from green, yellow to red... in the game it should fill up and when it's full something special could happen... like at the moment the buggy reverse controls... it's still PAL only... oh...and of course still any feedback welcome... boinxx9.zip Quote Share this post Link to post Share on other sites
Thelen #2 Posted November 27, 2005 I think your boinxx project is very cool ! the graphics are looking good ! Could you post the compiled .atr version here ? only the .obx is attached Len Quote Share this post Link to post Share on other sites
Heaven/TQA #3 Posted November 27, 2005 here is the atr... boinxx9.zip Quote Share this post Link to post Share on other sites
Cybernoid #4 Posted November 27, 2005 Looks great! The earthquake effect is cool. Using Horizontal fine scroll for this? It seems that some of the main colors are left over once you hit the water and start a new level (the colors seem wrong on the pre-view). As soon as you hit start, though, it changes to the correct color... I know it is a work in progress... I think that the enemies should be red or yellow color and the power-ups green or purple... just my thoughts on colors. Great work... -C- Quote Share this post Link to post Share on other sites
Heaven/TQA #5 Posted November 27, 2005 yup. the EQ effect is using hscrol...so to be honest... here is the rocket science...: lda 53770 ; get random and #3 sta $d404 dec counter bpl eq_loop so... very simple but producing nice effect... but your collision routine is getting more complicated because of this... as you have to consider the hscrol as well when using ingame... the enemies colours i can't change a lot as they are using the colours of their player counterparts which are yellow and brown... if i use the 5th colour (when enabling 5th player) then they have the colour of pf3 = water because i use the 5th colour on the playfield as well... no practical solution yet... would you use complete green colours for the panel? or 4 green colours? Quote Share this post Link to post Share on other sites
Cybernoid #6 Posted November 28, 2005 Four green colors would looks nice for the panel, but it may not be easy to do. For more colors you could use priority 0 for player/playfield interaction. For the maximum colors you would most likely want to make the players color 4 and 2 ( kind of redish). But if the water is color 8, then or-ing these together will give you blue, red, green and yellow (not to mention shades). It would have to be done carefully, but the ball cold look like it was on top of 2 colors and or-ed with 2 colors... It could make a very cool effect where the ball will look translucent, but it would most likely have to be red or purple-ish. Just an idea to add some colors... -C- Quote Share this post Link to post Share on other sites
miker #7 Posted November 28, 2005 Heaven: you can mix the green colors from values $a,$b,$c, as well as others ones. Remember Mirax Force game. Those sprites were done by mixing different collors and different brightnesses of them (sorry 4 grammar, i'm sleepy a little )... Quote Share this post Link to post Share on other sites