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Messages - HughSpectrum
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31
General Discussion / Re: Official Off-Topic Thread
« on: April 06, 2012, 09:40:05 pm »
I remember playing that as well, but only for a short time.  I myself couldn't remember the name of the game.  I fondly remember finding the 5 1/2" floppy disk it was on.

Too busy playing stuff like Xargon, though, heh.

32
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 16, 2012, 01:22:19 am »
As good as it is, I don't want to copy it outright.

The first fire was just plain bad and I still need to clean up a lot of rough edges on my latest fire, but I think it'd be helpful to know what you're seeing if not a fire, so I can easier fix my mistakes.

33
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 14, 2012, 01:56:31 pm »
I am not good at drawing fires admittedly.



I ended up removing the light hitting the ground and removing a lot of the light hitting the rocks.

There was more I wanted to do before posting this change, but I am not sure I'll get around to it today.

34
General Discussion / Re: The Non-Exhaustive Restriction Guide
« on: March 14, 2012, 01:49:34 pm »
Quote
I honestly haven't played too many of them, as most are japan only/no one talks about them enough for me to care to dig them up. Most have heard of Castlevania III, though. I haven't gone over it with a fine tooth comb, but from what I remember from it... no. The artists didn't really take advantage. In fact, they may not have actually used the extended attributes (what allows for a different palette per 8x8 region instead of 16x16) at all, they may have chosen MMC5 for any of the other cool coding things it offers. I've seen "regular" NES games that look much better. Look at these backgrounds! All with "regular" graphical limitations.
That's because the Japanese version of Castlevania III didn't actually use MMC5, I believe.  Instead it had a special chip to greatly improve the music quality.

35
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 13, 2012, 04:07:54 pm »


I don't know if this is still problematic.

36
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 11:08:28 pm »
You have a point with mentioning other consoles.  I'll just go ahead and consider this an 8K game or whatever it would need.  A game like this is unorthodox for the Atari 2600 to begin with (unless you count the Swordquest games) so I can probably consider this a game that would have been bigger and premium of back then.

Thanks for the compliments as well.

37
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 10:19:09 pm »
I'm sort of borderline on how I feel about that, as though I'm not staying true to how Atari 2600 games are, but at the same time a game like this would likely have used storage expansion even back then to promote itself as being a bigger game.

I still think size is a concern though.  Also there is no kind of saving system, besides the possibility of a password system (which I've never heard of for an Atari 2600 game, but I suppose is possible).

38
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 08:48:54 pm »
The one thing that would make the game implausible would be ROM storage, since it relies on a lot of bitmap graphics (I just show the ones for one type of wall and one type of enemy, but you can imagine there would be a lot more variety) as well as maps to navigate (some Atari 2600 games are lucky to even have more than one screen or level).

I'm also thinking about signing up to atariage.com's forums, just for kicks and giggles.

39
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 05:59:03 pm »

Camp screen.  Heart = HP, S = Strength, I = Intelligence, D = Dexterity.  Made the stat scale so that only one digit would need to be kept track of for each stat.


Combat screen.  I originally envisioned a lineup of Player 1 sprites and the enemies being Player 2 sprites on the right, but I figured this setup would make it so that the 2600 wouldn't have to keep track of as many enemies and their stats

Missile sprite for showing whose turn it is, and I envision damage done for physical attacks being a simple animation and a missile sprite being flung towards a target, and "DAMAGE #" on top of the screen.  Magic would be larger missiles, and the background flashing colors while it's flung.

The icons are for the Cleric, and they're Attack, Turn Undead, Magic, and Inventory.

I altered the Lizard image a bit and moved his right leg to our left a bit.

EDIT: Fixed an unintended error on the lizard image.

40
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 04:27:01 pm »
Quote
Looking good, I can make out the face, loin cloth, and boots quite well. I don't quite understand the armor visually, I see gaps from the color changes, are you thinking of filling those gaps in the the lizardman with Missile pixels?
Nope.  They're meant to be "reflective" of the background based on how I tend to shade metal.  It makes more sense on a dark background (at night), but I felt I needed to make it look reasonable at daytime too.

Quote
I looked up your inspiration a bit, are you thinking of using the clipped background for HUD space and create a couple icon stacks on the left & right of the screen since that would work well?
Maybe, but only for actions specific to how one would deal with monsters before battle (attack, flee, parlay, etc), and considering this is the Atari 2600 that kind of gameplay is likely out of the question anyway.

In fact, I've decided another reason it'd be best not to care about the sides of the screen is because then I can represent different sizes of monsters by making them wider or thinner.

The actual HUD elements I've decided is a N-E-S-W compass and map coordinates because besides a mini-map, those are the most immediately useful for that type of screen.  Pressing the fire button will bring up a different screen for if you need to see other information.

Later today I'll post some "camp" and battle screenshots that I'm working on, but here's the compass display I made similar to how you described a score display.



@Helm: I'm glad I'm not the only one taking interest.

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