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Messages - mrsid
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Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: November 15, 2012, 10:24:51 pm »
- the sunset: Yes, I think C64 can handle "copper-like" stripes, even in the borders, but this needs evil tricks to get them stable, so I might skip this one. But some flickering stars would pimp up the title, too. Maybe.
No, that's quite simple.

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Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: August 02, 2012, 10:44:35 am »
Good to know that there're over 100 blocks left. There's no absolute need that one single tilemap covers every room. Each room might get its own tilemap with 256 blocks. That would just eat up more memory, but the rooms could be loaded from disk or cartridge, so I don't want to restrict the graphics here. My converter actually works this way, it reads the PNG of the mockup and builds a tilemap and the tiles.

Yeah, mine too. Btw, there were some minor pixels wrong, fixing those I got it down to 141 chars.
But in any case, I think loading a charset and a screen (+color RAM) for each room is a bit prohibitive, especially if the screens are not made up of bigger "meta blocks". I think using two or maybe three charsets and keeping them in memory might be more practical.

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Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: July 22, 2012, 02:36:53 pm »
I really like the jump animation and the way the character reacts to the slamming lift block. There's a lot of detail in those little sprites, thanks to the hires overlays.
Btw, the screen I've used had 151 unique characters. So you have 105 left, unless you want to split that too.

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Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: July 21, 2012, 08:45:07 pm »
I had a few minutes, so I made a quick POC to show that the limitations work. A few pixels had to be fixed, e.g. the hires tiles in the background are not possible that way, because they're against black (or brown), which are not available in those chars. Also the two black corner pixels at the bottom of the purple block had to be filled in, as there's no black in those chars (foreground color is purple). It's hardly noticeable though.
Check it out: http://galway.c64.org/~sid/pharao.zip

Screenshot, for the emulator-starved:

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Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: July 18, 2012, 06:45:14 pm »
Well, considering some of the ideas I'm currently pursuing, this would be a rather simple challenge... But if there would be a full set of graphics and sprite animations and maybe some gameplay concept, I might actually consider it.

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Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: July 18, 2012, 05:03:20 am »
Apparently it's not ok to just say nice things here about the art if it's less than 2 lines of text... ;)
Way to go, making sure the coders just stay lurkers here! :)

So I'll just add that I don't just like the visuals here a lot, but that I also think that from a programming point of view, I don't see a problem with the restrictions. I think this is totally doable.
I'm just wondering how the golem would look animated, i.e. how much his hands can move away from the body with the whole thing still looking nice.

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