AuthorTopic: Mockup Frenzy #3: Game Boy De-Makes!  (Read 379133 times)

Offline Sohashu

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #100 on: September 25, 2007, 11:43:24 am
alright.  IM working on something.  But just out of interest, could someone fill me me in on the animation limits of the gameboy, such as any frame limitations, and how many Frames per second it can attain. 
Back from hiatus, just remembered how excellent this community is at forming technique in a fledgeling artist of any kind.

Offline KAT

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #101 on: September 25, 2007, 07:25:43 pm
my take on quake. hey that rhymes  >:(

gb quake wip
updated with animations





160x144



Put that animation on mockup ;)

Offline locust

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #102 on: September 25, 2007, 08:28:34 pm
hehe im actually gamemakin this...and yeah thats a good idea :)
pay attention to backwards!

Offline D.W.

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #103 on: September 25, 2007, 11:45:02 pm
alright.  IM working on something.  But just out of interest, could someone fill me me in on the animation limits of the gameboy, such as any frame limitations, and how many Frames per second it can attain. 

I dunno if they had specs about the animation limits, probably compared to NES. 2/4 frames (dunno the speed)second, Sorry this isn't good information but I've still got mine in my draw and I turn it on and I compared it by looking at ti and NES speed same speed in frames and animation.

Offline pkmays

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #104 on: September 26, 2007, 04:55:58 am


Some visibility issues with the interface. I may revisit it.

Offline Thanakil

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #105 on: September 26, 2007, 05:51:03 am


I couldn't finish it but, I tried. The end result depressed me too much to spend anymore time on it. Thanks to Adarias for the idea. K bye.

No need to be depressed, that's good  ;D

I wish I'd actually knew anything to make a gb demake, I'd love to participate, but I'd hardbly be able to make the demake of a stick figure 2D game.

Offline AdamAtomic

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #106 on: September 26, 2007, 06:34:25 am


Some visibility issues with the interface. I may revisit it.

ah!  i wondered where you were going with this!!  The faces are very clear, which is great.  I am not sure but maybe a light-gray (but solid, not dithered) shadow underneath the characters may help?

Offline baccaman21

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #107 on: September 26, 2007, 06:49:24 pm
alright.  IM working on something.  But just out of interest, could someone fill me me in on the animation limits of the gameboy, such as any frame limitations, and how many Frames per second it can attain. 

It's not the frame rate as such that you need to concern yourself with... more like the limit of how many physical frames one can store.

There are tricks that allow streaming of data direct from ROM into RAM which feasible means you could have very smooth animation, however that is then offset by the amount of physical memory the cartridge has... be it 512k, 1024k and so on... the bigger the cart the more it costs to manufacture... (ROMs start @ 256Kbit (32k) and go up to 16MBit (2Mb)

That asides, you've then the actual hardware sprite limitations which adam has mentioned already.

These are:
- upto 40 sprites allowed on screen at any one time
   - Max sprite size = 8x16 pixels (note: NOT 16x8)
   - Min sprite size = 8x8 pixels
- 10 sprites only allowed to be displayed on one raster line at any one time (as adam has mentioned) otherwise sprites start to 'drop out'
- Video RAM = 8k (that's the maximum amount of graphic data allowed at any one time in memory, this includes backgrounds, sprites, fonts and any HUD) [it's not a lot]

More details here Skip to the section that's headed VIDEO... there's a load of extra gubbins in there that I may have missed.


I'm curious now to see what you're gonna do... good luck.






Buy the book - The Animator's Survival Kit by Richard Williams

www.burnzombieburn.com

Offline Jad

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #108 on: September 26, 2007, 07:31:05 pm
- Max sprite size = 8x16 pixels (note: NOT 16x8)

Which kind of means that almost EVERY humanoid 'sprite' on the gameboy consisted of several sprites on top of each other?
' _ '

Offline baccaman21

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Re: Mockup Frenzy #3: Game Boy De-Makes!

Reply #109 on: September 26, 2007, 07:48:37 pm
- Max sprite size = 8x16 pixels (note: NOT 16x8)

Which kind of means that almost EVERY humanoid 'sprite' on the gameboy consisted of several sprites on top of each other?

You got it...
Buy the book - The Animator's Survival Kit by Richard Williams

www.burnzombieburn.com