gabam
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Post by gabam on Oct 8, 2021 21:26:13 GMT
Just for the fun of it i would like to enter the competition with another game i am currently working MOON PATROL I am not even sure I will be able to finish it in time but here is some footage showing my effort to make background scrolling and moon buggy movement as smooth as possible while keeping everything colorful (as opposed to what i had in my previous attempt "Moon Ranger") www.youtube.com/watch?v=d7vwR1PMfFI&feature=youtu.beAttachments:
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Post by Admin on Oct 8, 2021 21:46:13 GMT
The graphics are very good, like usually Is it made with AGD? It is really good to start seeing games with scroll and AGD
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fued
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Post by fued on Oct 9, 2021 1:05:52 GMT
Very nice! I particularly love the way the jump is made.
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gabam
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Post by gabam on Oct 9, 2021 8:12:49 GMT
Yes this is AGDx mini to be precise The scroll effect is obtained using blocks that are "shifted" 3 pixels one compared to the next one the green mountains and the city are drawn using a string of 10 blocks (repeated 3x) and a loop cycle (3 steps) that is used to place the right block sequence at the right time the same goes with the moon buggy the pink mountains and the terrain are made using messages (same principle, but the yellow terrain ha 8 pixels jumps from one message to the next one) Attachments:
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Post by Amaweks on Oct 10, 2021 10:30:00 GMT
I Loved the graphics, not only by the scroll solution, but for this sort of "tremble" like "desert heat" effect on the Background that happens as a side effect. Very nice.
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gabam
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Post by gabam on Oct 11, 2021 15:51:03 GMT
I Loved the graphics, not only by the scroll solution, but for this sort of "tremble" like "desert heat" effect on the Background that happens as a side effect. Very nice. Yes the tremble is a side effect of trying to make a smooth scroll... i was thinking of an underwater effect, but the desert heat is nice too
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gabam
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Post by gabam on Oct 17, 2021 17:45:23 GMT
some more work in progress, adding almost all enemies... still work needs to be done for collision detection... youtu.be/J7TBlfTlpvs
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fued
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Post by fued on Oct 18, 2021 1:08:27 GMT
Man! You are rocking some VERY colored players and objects there, makes on wonder how. Very rich!
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gabam
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Posts: 42
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Post by gabam on Oct 18, 2021 14:13:06 GMT
Man! You are rocking some VERY colored players and objects there, makes on wonder how. Very rich! thanks! the trade-off is that everything either looks jerky (if you just use 8x8 blocks, moving 8 pixels at once... i used to have this with a lot of my previous games) or that everything looks a bit "wavy" because even if i am trying to design "pre-shited" 8x8 blocks (see my previous post up there) there is a limitation in the techniques due to the "1 color-ink/1color paper" limitation The other option to have very colorful player etc is to use Nirvana (see Christian Gonzales work in this forum, he is a real master) but that requires some coding skill (which i do not possess)
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fued
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Post by fued on Oct 18, 2021 15:12:39 GMT
Which nickname does he go about using? I didn´t find anyone by that name.
I got your point on the 8x8. On a trs80-color, if one is going to use text mode (semigraphics), for it has 9 colors, each 2x2 block can only have 2 colors and one must be black. It makes it a lot easier to create "middle" motions. Here on the ZX is probably harder, lot´s more pixels. One may fit 1 motion frame, but it seems the next step would be to create 3 motion frames, that would eat a lot of memory. A precise collision detection would also have to be more "numeric" than just using a function or command.
A nice topic to discuss. Makes your game even more interesting.
EDIT: I love the enemy tank sprite! Would Gonzales be Noentiendo?
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gabam
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Post by gabam on Oct 19, 2021 21:18:51 GMT
Which nickname does he go about using? I didn´t find anyone by that name. I got your point on the 8x8. On a trs80-color, if one is going to use text mode (semigraphics), for it has 9 colors, each 2x2 block can only have 2 colors and one must be black. It makes it a lot easier to create "middle" motions. Here on the ZX is probably harder, lot´s more pixels. One may fit 1 motion frame, but it seems the next step would be to create 3 motion frames, that would eat a lot of memory. A precise collision detection would also have to be more "numeric" than just using a function or command. A nice topic to discuss. Makes your game even more interesting. EDIT: I love the enemy tank sprite! Would Gonzales be Noentiendo? yes that is Christian Gonzales. thanks for the nice comments and info!
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Post by Admin on Oct 24, 2021 10:11:09 GMT
Looks like you are going to get some funky AY tunes, right, Gabriele?
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gabam
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Posts: 42
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Post by gabam on Oct 24, 2021 16:23:55 GMT
Looks like you are going to get some funky AY tunes, right, Gabriele? hopefully yes in the meantime here is another update: i added a "area counter" now i need to focus on the game itself (almost all enemies movement and mechanics are sorted out) Update: youtu.be/8L6ObQWbptk
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gabam
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Posts: 42
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Post by gabam on Nov 1, 2021 11:06:33 GMT
did some more work on the graphics, the enemy behavior, bonus at the end of a level, solved some issues with graphics remaining on screen... ah and GOT SOME GREAT MUSIC FORM LEE BEE!!! check it out PS still need to organize the "what enemy in what screen" business www.youtube.com/watch?v=hLlRMLDBrj4
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Post by rmartins on Nov 2, 2021 9:30:43 GMT
Some suggestions:
You could try, to make the vehicle tracks, not to be exactly in sync while rolling (easy change on the sprite). Also, if at least one track is on the ground, it will look more like the vehicle is bouncing around on bumpy terrain, like rocking side to side, instead of very low skip jumping.
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