AuthorTopic: Mockup Frenzy #7: Cinematendo!  (Read 129880 times)

Offline mattness

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Re: Mockup Frenzy #7: Cinematendo!

Reply #10 on: February 28, 2008, 01:29:30 pm
 :-\ mmh.. the Batman sprite is bigger than 8x16, isn't it?
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Offline Ben2theEdge

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Re: Mockup Frenzy #7: Cinematendo!

Reply #11 on: February 28, 2008, 02:50:00 pm
:-\ mmh.. the Batman sprite is bigger than 8x16, isn't it?

You can take a couple sprites and mash 'em together for a bigger sprite. A lot of NES games seem to have done that. But it counts as multiple sprites.
I mild from suffer dislexia.

Offline infinity+1

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Re: Mockup Frenzy #7: Cinematendo!

Reply #12 on: February 28, 2008, 03:44:50 pm
dibs on the life aquatic.

Offline AdamAtomic

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Re: Mockup Frenzy #7: Cinematendo!

Reply #13 on: February 28, 2008, 08:14:20 pm
1 - Use this special bit that could signal when you'd finished one particular raster line...this is how games like castlevania kept the HUD in one place while the level scrolled.  Basically, the first X lines can scroll at one rate, and the rest can scroll at another.
2 - Keep the background relatively blank, set sprite priority to be behind the level.  Then you can have sprite clouds zip by at varying speeds.  However, you can not have any real background tiles, just the main background color, otherwise your main character will be drawn behind the tiles as well!
3 - Build the level out of sprites, and scroll the entire background plane.  However, the sprite limits (8 sprites per raster line before flickering kicks in) are such that this is only applicable in VERY special cases...
just curious, how did metal storm pull it off:
http://www.youtube.com/watch?v=GED_RatIpwU

I have never done any NES coding, but the scrolling of NES metal storm looks like an old C64 trick which should work on NES too:

4 - You use a block of background-tiles - e.g. 4x4 tiles (total of 16) and rotate the content of the tiles themself (the pixel-bits) anytime they should scroll. Then you can put this 4x4-tileblock everywhere you want to have the parallax-effect. It does only work for small repeating areas as this eats up very much background tiles that cannot be used for other stuff.

Ah yes!  Nice one, I'd forgotten about that :D

Offline JonathanOfDrain

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Re: Mockup Frenzy #7: Cinematendo!

Reply #14 on: February 29, 2008, 07:00:49 am
I've never used any of the NES restrictions so I figured I should at least try my hand at them.

Would this qualify? The sprite is two parts, they don't have 5 colors.

Offline ptoing

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Re: Mockup Frenzy #7: Cinematendo!

Reply #15 on: February 29, 2008, 11:14:25 am
Iceclimbers is hardly a movie, no?
There are no ugly colours, only ugly combinations of colours.

Offline infinity+1

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Re: Mockup Frenzy #7: Cinematendo!

Reply #16 on: February 29, 2008, 03:05:38 pm
since i honestly don't know how to avoid some of the restrictions, i get kind of loose with the rules, and if you want to correct me, go right ahead.
this is as far as i've got.



two players, go around the island taping various aquatic creatures.

Offline boojiboy

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Re: Mockup Frenzy #7: Cinematendo!

Reply #17 on: March 01, 2008, 04:42:09 am
Is there a thread explaining how exactly the color and resolution restrictions work?
I'd love to enter.

Offline miascugh

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Re: Mockup Frenzy #7: Cinematendo!

Reply #18 on: March 01, 2008, 09:24:03 am
Mockup Frenzy #7: Cinematendo!

Colors & Resolution:


?
« Last Edit: August 18, 2008, 07:10:13 pm by AdamAtomic »

Offline boojiboy

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Re: Mockup Frenzy #7: Cinematendo!

Reply #19 on: March 01, 2008, 11:50:25 am
Yeah I meant to explain what all that means. Raster, 1 perm alpha etc.
I don't expect anyone to spell it out for me but maybe steer me in the right direction so I can enter this and subsequent Mockup frenzies.