SeaGtGruff #226 Posted November 21, 2006 (edited) Comments on? The E doesn't look as bad as I was afraid it might, but now that I see the M, I think it would probably look better with more pixels in the middle: *...* **.** **.** *.*.* *.*.* Michael Or maybe ***** *.*.* *.*.* *.*.* *.*.* or even .*.*. *.*.* *.*.* *.*.* *.*.* Edited November 21, 2006 by SeaGtGruff Quote Share this post Link to post Share on other sites
Albert #227 Posted November 21, 2006 Comments on? vs. The wider M looks better to me. ..Al Quote Share this post Link to post Share on other sites
+SpiceWare #228 Posted November 21, 2006 (edited) The font is actually 7 rows to compensate for the fat pixels. A B C D Edited September 9, 2007 by SpiceWare Quote Share this post Link to post Share on other sites
SeaGtGruff #229 Posted November 21, 2006 (edited) The font is actually 7 rows to compensate for the fat pixels. I think either B or C look best. B looks most like an M, but C kind of looks more consistent as a font. Since you're using 7 scan lines, what about the following? XX..XX..X.X...X. XXX.X..XXXXX.XXX X.X.X..X.X.X.X.X X.X.XX.X.X.X.X.X X.X.X..X.X.X.X.X XXX.X..X.X.X.XXX XX..XX.X.X.X..X. Michael Here's a mockup of what that would look like: Even better might be if you can go to 10 lines, then you could do this: XX..XX..X.X...X. XXX.XX.XXXXX.XXX X.X.X..X.X.X.X.X X.X.X..X.X.X.X.X X.X.XX.X.X.X.X.X X.X.XX.X.X.X.X.X X.X.X..X.X.X.X.X X.X.X..X.X.X.X.X XXX.XX.X.X.X.XXX XX..XX.X.X.X..X. If you can't go to 10 lines, then I vote for version C that you posted. Edited November 21, 2006 by SeaGtGruff Quote Share this post Link to post Share on other sites
+Nathan Strum #230 Posted November 21, 2006 I like "c" best. Quote Share this post Link to post Share on other sites
Albert #231 Posted November 21, 2006 I like "c" best. I concur. ..Al Quote Share this post Link to post Share on other sites
vdub_bobby #232 Posted November 21, 2006 C for me too. I don't *really* like any of them, though. Michael's 10-line mockup looks best IMO. Quote Share this post Link to post Share on other sites
+SpiceWare #233 Posted November 21, 2006 Yeah, the width limit sucks. Supercat suggested XXXXX----------- -XX--XX--------- -XX---XX-------- -XX---XX-------- -XX---XX-XXXXXXX -XX--XX---XX---X XXXXX-----XX-X-- ........--XXXX---------- ........--XX-X---XX---XX ........--XX---X-XXX-XXX ........-XXXXXXX-XXXXXXX ................-XX-X-XX-------- ................-XX---XX---XXX-- ................-XX---XX--X--XX- ................-XX---XX-XX---XX ................---------XX---XX ................---------XX---XX ................----------XX--X- ................-----------XXX-- though I'm concerned it would be "overwhelming" - I'd rather the message be more subtle and not detract from the actual game play demo. Quote Share this post Link to post Share on other sites
Albert #234 Posted November 21, 2006 Yeah, the width limit sucks. Supercat suggested XXXXX----------- -XX--XX--------- -XX---XX-------- -XX---XX-------- -XX---XX-XXXXXXX -XX--XX---XX---X XXXXX-----XX-X-- ........--XXXX---------- ........--XX-X---XX---XX ........--XX---X-XXX-XXX ........-XXXXXXX-XXXXXXX ................-XX-X-XX-------- ................-XX---XX---XXX-- ................-XX---XX--X--XX- ................-XX---XX-XX---XX ................---------XX---XX ................---------XX---XX ................----------XX--X- ................-----------XXX-- though I'm concerned it would be "overwhelming" - I'd rather the message be more subtle and not detract from the actual game play demo. Yeah, that does seem a bit "in your face". I think the simple "DEMO" text (version C of what was posted earlier) looks good and gets the job done. ..Al Quote Share this post Link to post Share on other sites
supercat #235 Posted November 22, 2006 (edited) 'Tthough I'm concerned it would be "overwhelming" - I'd rather the message be more subtle and not detract from the actual game play demo. Well, one could keep the approach but scale it back: ####------------ -#--#----------- -#--#-####------ -#--#-#--------- ####--####-#---# ------#----##-## ......####-#-#-#--###- ......-----#---#-#---# ......-----#---#-#---# ......-----------#---# ......------------###- If done with single-width sprites, it would be somewhat taller overall (11 lines) but narrower than the other design. Edited November 22, 2006 by supercat Quote Share this post Link to post Share on other sites
+SpiceWare #236 Posted November 22, 2006 That may work. I'm going to go with C for now as finishing the animation routines is a bit more critical. Quote Share this post Link to post Share on other sites
+SpiceWare #237 Posted November 22, 2006 Dragon setup routines are now split so they'd fit in the remaining space of a couple banks. They are temporarily cycling thru 8 of the frames of animation to test the code. mm20061121NTSC.bin mm20061121PAL.bin Quote Share this post Link to post Share on other sites
Uzumaki #238 Posted November 22, 2006 Looks nice but I think I found a bug. When the game ended and I got the cup sliding across the screen, something strange happened. After the first pass, when the cup reappeared at the left side, it bounced a bit on the left side as if it got stuck, then scrolled some more to the right before the display went blan I had to reload the ROM in Stella to get the game working. I tested it using 2 team mode, 1 win to end and quickly destroyed the opponents. The rest of the game settings were at startup defaults. Quote Share this post Link to post Share on other sites
+Nathan Strum #239 Posted November 22, 2006 I saw the same thing happen in a one-player, 3-win game. Cup got stuck and bounced, then the screen went black. Quote Share this post Link to post Share on other sites
+SpiceWare #240 Posted November 22, 2006 The trophy routines use some of the dragon routines - guess I didn't catch something during the rearrangment of the code. I'll post a fix tonight. Quote Share this post Link to post Share on other sites
+SpiceWare #241 Posted November 22, 2006 Sorry - no fix tonight, we're getting out early so I'm going to head to my grandparents tonight. There might be a fix posted tomorrow or Friday - if not then look for it Saturday. Quote Share this post Link to post Share on other sites
espire8 #242 Posted November 22, 2006 (edited) Sorry - no fix tonight, we're getting out early so I'm going to head to my grandparents tonight. There might be a fix posted tomorrow or Friday - if not then look for it Saturday. Well, at least that gives me a little more time to polish up the dragon animation, and another surprize as well! Edited November 22, 2006 by espire8 Quote Share this post Link to post Share on other sites
SeaGtGruff #243 Posted November 22, 2006 that gives me a little more time to polish up the dragon animation, and another surprize as well! We all love prizes and surprizes! Michael Quote Share this post Link to post Share on other sites
+SpiceWare #244 Posted November 23, 2006 I lied - fixed it after I got to my grandparents. I'm still wound up from the drive and everyone else is in bed. mm20061122NTSC.bin mm20061122PAL.bin Quote Share this post Link to post Share on other sites
espire8 #245 Posted November 23, 2006 I lied - fixed it after I got to my grandparents. I'm still wound up from the drive and everyone else is in bed. Well, looks like we were both working very late, or very early. Anyway, here's the surprize I mentioned earlier, I did a scene of the winning player's color knight who starts a victory march across the playfield.. Basicaly, the lone knight would just marching left and right to the beat of 'druid chip' music score sort of as an intermission between the next match until one of the player buttons is pressed and the knight zips away off to one side getting chased off by the dragon as the next round starts. Of course, the dragon does not appear until the knight makes his get away and a new round begins! At least, that's how I envision it. Click here to see the animated intermission screen and Darrell, tell me if you think there's room for this to be included. Other poeple's comments are appreciated. Have a great Thanksgiving everyone! Quote Share this post Link to post Share on other sites
+SpiceWare #246 Posted November 23, 2006 (edited) That's cool! Is it only 8 pixels wide? Might be able to two-tone it, make Flag and Shield the player color and the knight silver? How many frames of animation? Edited November 23, 2006 by SpiceWare Quote Share this post Link to post Share on other sites
+Nathan Strum #247 Posted November 23, 2006 Awesome! You've gotta find a way to get that into the game. Quote Share this post Link to post Share on other sites
espire8 #248 Posted November 23, 2006 That's cool! Is it only 8 pixels wide? Might be able to two-tone it, make Flag and Shield the player color and the knight silver? How many frames of animation? Glad you like it and Yes, it's 8 double pixels wide and I think as tall as 42 or 43 pixels at a 4 frame rate cycle. The dragon just reuses the same in-game frames so only the knight is the new addition here. Two-toning it sounds like a good idea! The flag emblem has a "W" which stands for "Winner". I don't know if an on screen in-game message that say "PLAYER X WINS" is feasable -but I think the knights color spells it out well enough. Quote Share this post Link to post Share on other sites
espire8 #249 Posted November 23, 2006 I'll see if I can two tone the knight and post the frames for you later tonight. I also have 2 more flash anime I'm finishing, a cleaned up version of the "in-game dragon" with the updated frames, and the "easter egg" Quote Share this post Link to post Share on other sites
mos6507 #250 Posted November 23, 2006 That intermission is kick-ass. You have to cram it in. It's amazing what you can do with the VCS with enough cart space and creativity applied. Quote Share this post Link to post Share on other sites