AuthorTopic: Official Off-Topic Thread 2014  (Read 170834 times)

Offline Carnivac

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Re: Official Off-Topic Thread 2014

Reply #360 on: April 13, 2014, 08:32:42 pm
as I said before the scanlines are optional and configurable with different levels of transparency and patterns.  Simple black line look is just my favourite and what I use in emulated games. 


I can't do that building angle.  To be honest I find it looks a bit forced but also I've now reached the 256 tile limit for the whole game (and that took a LOT of optimising and recycling of my 4x8 pixel tiles).  Arcade game doesn't have as strict limitations (and is why it can have many different shop logos and banners).  My game's got a bit more depth to it than the arcade game too to make up for such things.
NES, Amiga & Amstrad CPC inspired
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Offline rikfuzz

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Re: Official Off-Topic Thread 2014

Reply #361 on: April 14, 2014, 08:42:06 am
Well your game looks more varied than the arcade game from what I remember.  (I only really remember the street stage and some generic building site girder level tho).

As I said, not making suggestions, and like what you're doing and how you're doing it!  Would you consider posting what the tileset looks like raw? (But maybe pre-stretched). 

Offline Carnivac

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Re: Official Off-Topic Thread 2014

Reply #362 on: April 14, 2014, 01:56:45 pm
Yeah I may do.  I'm still trying to arrange the tileset order. Perhaps having solids up on the top row so I can use a bit of autodetecting tile code to place the solid collision objects automatically rather than having to do them all manually.  Though that may not work in all cases as sometimes tiles are re-used elsewhere and may not want to be solid.   

At moment working on finishing off the door code so you can go in and out of them (which is working fine now but I'm trying to add a mini-game aspect to punching locked doors which is taking a lil longer than I thought, cos I'm stupid).
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Offline Helm

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Re: Official Off-Topic Thread 2014

Reply #363 on: April 14, 2014, 02:16:15 pm
The artwork is 100% stellar. But how does it play? Is it like the arcade game? Do you jump up and down? I've been trying to think of how a robocop walk n' gun should play, I think I'd do it so most small calibre shots by enemies do little to no damage unless they're headshots, and I'd make robocop control like a walking tank, no quick movements allowed. It'd be more about quickly dispatching larger threats (perhaps with better weaponry) in all the chaos of smaller threats than it'd be about dodging enemy projectiles. Esp. jumping over shots, I really can't see robocop doing that and it has never felt right in any other robocop videogame to get generic platformer controls.

Offline Carnivac

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Re: Official Off-Topic Thread 2014

Reply #364 on: April 14, 2014, 03:00:57 pm
No jumping.  As much as I enjoy the arcade game I go by the Robo-shouldn't-jump rule (which the CPC and Spec versions went by... but then both blew it a bit with the sequel game having jumping aaaand bottomless pits... argh!) and yeah regular shots do little to no damage to him and he's not particularly fast (but not slow enough to the point of absolute tedium) and he turns round (as I do in all my game projects cos I just like doing the front and back views too for a more solid '3D' feel for the character) rather than flipping.   Things like grenades and heavier firepower (cobra assault gun) will do much more damage though if it's a solid projectile it can be deflected with a punch or shot depending on what they are.  I wanted him to feel like a tank as you say.  Want to feel that sense he is tough and scary to the enemies but obviously there still has to be a challenge as such and carelessness will get him damaged.   Don't worry.  I'm a big fan of original Robo (if you saw my action figure collection of him you'd know that, heh) and keen that even though this is very 8-bit I still want it to feel like that's him there.

Here's an crappy old video (I say video but it was really screen captured gifs converted to video) I did back in January after coding his basic movement.  Much of the graphics have changed in various ways since (for example in the tiles but also Robo's head is a bit smaller in this video and I made it bigger cos of the human characters and his own helmet-less head sprite and he's also missing his regular standing leg sprite, using simply the first frame of the walk cycle) but it still shows how he moves and turns and shoots.  Ignore that the enemies are an old sprite sliding across.  Simply to test his bullet and fist collision.  Also sorry no sound in the video but he does make a stomp sound when he's walking timed with each frame where he puts a foot down.



Since then I've been adding a couple of things the old games didn't do.  For example grabbing an enemy is possible (though a bit buggy at moment) lifting them up off their feet by their throat to interrogate or throw them (similar to how he apprehends Boddicker in the first film by reading him his rights while throwing him through glass).    Also going in and out of doorways is possible in my game (as there's a lil bit of exploration and finding 'evidence icons').  Some doors need breaking down with a small quick 'mini-game' that occurs in the status panel bit where the gun is (replaced with a fist when punching) and this is inspired by the bit in the first film when he smashes that door down into the drugs warehouse place (shortly before the Boddicker scene I mentioned).  Nothing spectacular but just little bits that add a bit more to the typical walk n' shoot gameplay.  Basically anything that I can quickly code in that doesn't require much more graphics than is already available and adds more to the Robo feel of it is what I'm trying to cram in.

Recently had someone create a shader for me in Game Maker Studio so I could finally have control over colours so I can do fade to blacks using only the colours in my CPC palette which is nice and also for palette swapped enemies (even Robo has some optional colours..  the grey of his Robo 1 look can be switched to a more blue tone for a Robo 2 inspired look and a couple of other ones that may or may not stay).

Think I'm just babbling now. :P
« Last Edit: April 14, 2014, 04:45:50 pm by Crow »
NES, Amiga & Amstrad CPC inspired
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Offline Crow

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Re: Official Off-Topic Thread 2014

Reply #365 on: April 14, 2014, 04:46:05 pm
Fixed the video.
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Offline Carnivac

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Re: Official Off-Topic Thread 2014

Reply #366 on: April 14, 2014, 04:50:24 pm
Oh I just needed the mess of letters and stuff on the end of the link and not the youtube address bit?   Thanks Crow.   ;D

I need to make a new video once the proper enemies are working properly.  That video is but it at least proves this ain't just a bunch of a crappy graphics and there is a game.
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Offline Crow

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Re: Official Off-Topic Thread 2014

Reply #367 on: April 14, 2014, 05:05:15 pm
Heh, the button even has a tooltip explaining the usage :ouch:
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Offline Carnivac

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Re: Official Off-Topic Thread 2014

Reply #368 on: April 14, 2014, 05:09:19 pm
Oh right.  Didn't even know it had tooltips, I just clicked the youtube button and entered in the address like I've done on other sites.  For me to see the tooltip would have required to have hovered on the button for a couple seconds.  I wouldn't have even realised there was one.  :-[
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Offline Crow

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Re: Official Off-Topic Thread 2014

Reply #369 on: April 14, 2014, 05:16:22 pm
I'll see if I can make the usage of that easier in the future.
Discord: Ennea#9999