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Messages - dragonboy
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21
I do know assembly of a few older processors like 6502 and 68000 and Z80, but I never had the chance to use any of them.  I've tried making demos for old systems but I always fall asleep programming them.  Take for instance, a background scrolling demo, it seems really simple at first glance, but whenever I dive in I realize that I have to draw something, convert my drawing to numbers, set the GPU to the right mode, program it to load the graphic tiles, then to load the color palette, then to load the tile map, and to top that off I have to look back and forth through hardware documents to find what are the right registers to use for everything.  Programming just doesn't seem rewarding for me.  All this fuss just to display a picture.

22
General Discussion / Re: Megaman 9 with 8-bit graphics
« on: July 31, 2008, 05:41:19 pm »
I can understand why they're doing in NES style graphics than SNES style.  NES always looked really "perfect" and you knew you were getting "true retro graphics."  SNES was a little sloppy compared to NES, because every game had a seperate set of colors used and games often had a lot of inconsistancies in the color palettes.  In NES games you had 4 colors per tile and using all four colors for every tile looked very nice, but with SNES you had 16 colors per tile but if you have 16 colors crammed into little 8x8 squares it wouldn't look very nice and most of the time your not going to use all 16 of them.

23
Ever notice how when a girl is in profile how the side of her waste is smaller than the width of her front?  Then watch a Disney movie (especially Jasmine from Aladdin and Ariel from The Little Mermaid) notice how when she's in profile and then turns to face straight, her waist is exactly the same size from every angle like her waste is cylinderic.

wait, wasn't this post it's own thread?  How did it get in here?

24
I want to eventually make a video game, or be part of a development team, but where exactly do I begin making the game?  First you can't make the game without the game engine but how would you know how the game engine should work if you don't know what sized sprites your going to use and how many of them without drawing the graphics first?  How do you stay attentive drawing the graphics?  I've been working on an animation of a girl dancing for about a month and I only have 9/12 (I might even need more than 12 for this, but I don't know yet) frames done.  How do you make an game engine anyway? (I'm thinking of making this game for either a Sega Genesis or a Super Nintendo)  How do you come up with a system of designing the game that allows you to do EVERYTHING?!  I have a lot of crazy game ideas that don't involve just having enemy sprites walking on a non-moving background layer.  For example, having a wall in the background crack and then the ceiling collapse on you, you can't achive with just the "sprites on one playfield background" kind of engine.  It wouldn't work because it will require the top of the background to be turned into two backgrounds and the second will be also as much as part of the game as the first background.  So how do you make a engine/system that does everything you want it to do?  What about compressing graphics?: If you do all the decompressing before you start the level you might run into RAM limitations; if you do real-time compression you might have som miserable slowdowns (unfortuanately, a lot of Snes games relied on this method, I heard from someone); and if you don't use compression you might run into ROM problems.  So what will be the solution?  Have a giant mess of different strategies, strategically chosen for all the different characters and items and stuff.  But there is two problems with that:  1) How do you know what strategy to use if you haven't drawn all the sprites and counted how much memory all this takes up?  2) How do you make an game engine that lets you use whatever kind of compression strategy whenever you want it?  Anybody who could solve all my unorginized confusion, thanks in advance!

25
Ever notice how when a girl is in profile how the side of her waste is smaller than the width of her front?  Then watch a Disney movie (especially Jasmine from Aladdin and Ariel from The Little Mermaid) notice how when she's in profile and then turns to face straight, her waist is exactly the same size from every angle like her waste is cylinderic.

26
General Discussion / Re: animated picture file
« on: July 30, 2008, 04:31:16 pm »
It tried TAKE ONE, and I don't like programs that have more than one file in them.  Have anything that is just the program instead of a bunch of other things?



BTW, here is my animation

27
General Discussion / Re: Choosing colors and pallettes
« on: July 30, 2008, 03:15:58 am »
I always love drawing with a 65536 color pallette with 32 shades of blue, 32 shades of red, and 64 shades of green.  32768 is good but the human eye is more sensitive to green than red and blue, so I find the 64k pallette a bit more consistant in contrast.  I don't use the entire pallette when I'm making sprites, I only utilize the largeness of the palette for accuracy, I mostly use about 4-6 shades of colors for everything and I spend a lot of effort making the hues and shades accurate and consistant but I always throw in a lot of fantasy colors like bright blue objects with bright blue-green shadows and bright pink objects with bright violet shadows.  A good trick I use is to first choose the colors off a 4096 color pallette with 16 shades of red, blue, green and then redo the colors in 64k but adjust the colors to as best as possible.  Another thing to look out for is if you have a lot of shades for a color, always make the lightest shade really light, and the darkest shade really dark.  Never use perfect primaries, if you need red use a slightly peach or pink red, for yellow either use Winnie-the-Pooh yellow or lemon yellow (I sometimes use lemon as the tint for Winnie-the-Pooh yellow), use violet instead of purple, and use slightly greenish blues.  As you can see I'm obsessed with pretty colors.

28
General Discussion / animated picture file
« on: July 30, 2008, 01:00:13 am »
Hi I just got here.  What do I need to make an animated bitmap?  Whenever I make pixel animations on my computer I always use a trick with MS paint where I zoom into a the picture and use the < and > buttons on the horizontal scroll bar to evenly space out each frame and use those buttons to move from one frame to the next and back.  However I don't know what I need to turn them into a valid animated bitmap file.

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