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Pixel Art / Re: Sky for C64 game
« on: September 30, 2010, 08:44:14 am »
@ havocplague and STE 86
Yes, correct.
This is correct, but not the only possibility. One can mix any number of sprites (up to 8, of course) in any mode at will.
What is strictly needed is synchronizing with the raster beam, and BASIC does allow to achieve basic (horrible pun ) effects. With a compiler, then, possibilities expand a lot.
Anyway, the game already runs and it has been doing so for 1.5+ years
You can already download an old preview from CSDb, but this weekend a much better version (which includes the changes discussed in this thread) is going to be released at the X·2010 and on monday I'll upload it to CSDb, so stay tuned...
well, what you have to do is referred to as "hi res sprite overlay" which basically means you overlay 2 or more hires sprites to create a composite multicolour one.
Yes, correct.
Quote
if you do straight hires then u need 1 sprite per colour OR you can use 1 multicolour sprite with 3 colours and then overlay 1 hires sprite black outline to "clean up" its blocky edges.
This is correct, but not the only possibility. One can mix any number of sprites (up to 8, of course) in any mode at will.
Quote
HOWEVER, this method requires raster interrupts for graphic changes and i cant see that happening in basic.
What is strictly needed is synchronizing with the raster beam, and BASIC does allow to achieve basic (horrible pun ) effects. With a compiler, then, possibilities expand a lot.
Anyway, the game already runs and it has been doing so for 1.5+ years
You can already download an old preview from CSDb, but this weekend a much better version (which includes the changes discussed in this thread) is going to be released at the X·2010 and on monday I'll upload it to CSDb, so stay tuned...