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If everybody to-did it, would you to-do it too?


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So, with other people posting their to-do lists, I thought I'd post mine:

 

1) Make to-do list

 

This is going to be harder than I thought...

 

I'll start over.

 

1) Finish Colony 7 sprites. - Done! At least I think so. Manuel hasn't told me otherwise. Yet. :ponder:

 

2) Finish sprites for LadyBug. The bugs are done, except for some tweaking. They turned out pretty well, I think, plus John really likes them. They capture the feel of the originals, which is what I was after. Up next I have to make the veggie sprites, the death sequence, and probably a few other things. I should be able to wrap them up by the end of this weekend.

 

Although the Seahawks are playing in the SuperBowl, so I'm going to lose a few hours there. I don't watch football much, but I'm originally from Seattle, and we're only allowed to be in the SuperBowl once every 30 years (it's an NFL contractual thing - look it up sometime, they have all sorts of weird stipulations like that), so I figured I should watch.

 

Something odd about working on other peoples' games though... I never know if I should post the sprites I'm working on in my blog or not. I kind of hate to spoil the "reveal" when the next WIP binary gets released...

 

3) Make label for Four-Play. First I've got to throw some rough ideas together, and get them to Zach. I've got new software on the way I want to try some ideas with.

 

4) Make sprites for Juno First. I need to find out what Chris is going to need for that. Which reminds me:

 

4a) Make a list of what sprite artists need to know from programmers, in order to make 2600 sprites. :D

 

5) Create OS X icon for KrokCom. This is the OS X software for the Krokodile Cart. I completely forgot about doing this (sorry Darrell). But I've got a Krokodile Cart coming in the next batch, so there's my motivation to finish it. ;)

 

6) Wrap up the RPS manual. Of course, the game has to be wrapped up first, so I can't do much until then. The manual is probably 90% done. (BTW - I did new "hand" sprites for RPS, too. I don't know if they've made it into the game or not. On one hand, I hope so. On the other hand, I may want to go in and revise them some more.)

 

7) Create a manual for Man Goes Down. I need the text from Alex and Albert, but then I can start in on that. I don't know when the game will be finished, but at least I can get the manual underway. I've got a concept for it, but I don't know if Albert wants to do that much folding. :ponder:

 

8 ) More homebrew sprites - for a sports game. This should be quite a challenge, since I'll have to do some research on the sport. I'm not all that familiar with Curling.

 

What? It's not Curling?

 

It's what?

 

Oh... well I was pretty close. ;)

 

9) Stella at 20 (or 30). I need to go through the source tapes and start logging shots. This is the process of basically writing down everything that happens, and when it happens, so I can start figuring out which shots will go where. Basically, Stella at 30 is going to become my Summer project, since I should have the time to really dive into it then.

 

10) Update the 2600 video mods page. I've got a mod from povlok1 that I need to test, plus I want to build Ben Heck's revised mod, try building a 2600 jr mod (someone loaned me one to try it on), and 8bitdomain is supposed to be sending me a mod (or mods) to test as well. Plus I want to try Keilbaca's video mod, if I can get/build one. Seems to me there might have been one or two other mod designs buried in the forums, but I'd have to dig for 'em. For 'em. Forum. Get it? Hey, it's late.

 

And actually, my entire CheepTech site needs a ground-up re-design. So that will happen about the same time.

 

11) Sprites for PoP. Not sure if I'll be needed on this or not, since there's always the chance Juston may come back and finish them up. I hope so - he's got a good start on it.

 

12) Sprite "How-To" Tutorial. I may use the sports game for part of this one. I'd like to cover how to make people walk or run, how to rotate sprites (like in LadyBug), how to convert arcade sprites (like in Colony 7), and how to make huge bitmaps for title screens and the like.

 

13) Finish writing XBox 360 vs. PS3 blog entry. I actually started writing this before Christmas, and it's turned into a monster. Probably the longest blog entry I've written. Hopefully I'll finish it up before the PS3 gets released and proves everything I've written to be completely wrong. :roll:

 

14) Post stupid game ideas. No, these aren't stupid game ideas that others have already posted... these are my own stupid game ideas that haven't been posted at all. Like everyone else, I have ideas for games I'd like to make someday - one of which has been festering in the back of my brain for 25 years. So it's time to foist it on the rest of the world.

 

I think that's it for now... I don't recall having any other projects in the pipeline right now, but it's entirely likely I'm forgetting something. (Which is the whole reason I'm putting this list here - so I can remember what it is I'm supposed to be doing.)

 

One other note... as of OS X 10.4.4 (or perhaps Safari 2.0.3), the built-in spell checker (which I use on pretty much every post and blog entry) is now smart enough to ignore BB Code tags. So if I italicize something, it doesn't show the word as misspelled, due to the tags. Nice. :thumbsup:

11 Comments


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Phew, that is a pretty impresive list!

 

Feel free to publish any C7 sprites in your blog or elsewhere, just as you wish - they're your creations after all ;)

 

As for researching a certain kind of sports sprites, there's a NES game of the same name that has pretty small and cutesy sprites, well worth some rounds of ... research ;)

 

4a) Make a list of what sprite artists need to know from programmers, in order to make 2600 sprites.

 

;)

 

Greetings,

Manuel

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4a) Make a list of what sprite artists need to know from programmers, in order to make 2600 sprites.

 

;)

Umm...please don't use my PMs about RR as an example of what not to do, please? ;)

 

 

;)

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The veggies and ladybug death-scene are done! (Pending approval.) I got another binary from John tonight - the game is coming along nicely! I think fans of the original are going to be very pleased indeed. ;)

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Wow - that is quite a list - make sure that you don't burn out trying to do it all! My own rule is that I have a break from programming when it stops being fun.

 

4) Make sprites for Juno First. I need to find out what Chris is going to need for that. Which reminds me:

4a) Make a list of what sprite artists need to know from programmers, in order to make 2600 sprites.

 

This list would be very useful as it is difficult to know exactly what information is required. From a programming perspective, I think that the choices are usually:

  • 1LK or 2LK
  • Colour or Monochrome
  • Single, Double, or Quad Width
  • Number of animation frames (power of 2 is best)
  • Delay between frames
  • Sprites Height (usually 256-Screen Height max)
  • Number of sprites

Chris

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Wow - that is quite a list - make sure that you don't burn out trying to do it all!   My own rule is that I have a break from programming when it stops being fun.

 

Not a problem. I have an apathy gene that kicks in when I start getting burned out. ;)

 

The trick with all of this stuff, is that it doesn't all have to be done now. Some of this is months away. In the interim, I may pick up other projects, too, but I try not to take on too many projects at once.

 

This list would be very useful as it is difficult to know exactly what information is required.   From a programming perspective, I think that the choices are usually:

  • 1LK or 2LK
     
  • Colour or Monochrome
     
  • Single, Double, or Quad Width
     
  • Number of animation frames (power of 2 is best)
     
  • Delay between frames
     
  • Sprites Height (usually 256-Screen Height max)
     
  • Number of sprites

 

That's a good starting point. I'll have to go back through my PMs with Bob, John and Manuel, and see what I can add to that.

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The Ladybug sprites look great. (No surprise ;))

 

how to make huge bitmaps for title screens and the like.

I've been thinking a lot about large bitmaps myself lately. The usual width is 48 pixels, but it's not hard to extend that to 50. With some color-related caveats, you can extend to 51 too. Furthermore I've been toying with an idea that might enable a 52 pixel bitmap. From the artist's point of view, would 4 extra pixels be useful?

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From the artist's point of view, would 4 extra pixels be useful?

 

Well, I'm always after as many pixels as I can get anyway. ;)

 

Generally it would depend on the circumstance. For instance, logos with text in them (or just text) could benefit from that, since sometimes it gets a little tight trying to cram all of the letters in there. The "Happy Holidays" message in Reindeer Rescue is pretty crowded, for example.

 

But if there were limitations imposed on those extra pixels that negatively affected the rest of the design, then it would be better off not to use them.

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An update:

 

1) Finish Colony 7 sprites. - Done!

 

2) Finish sprites for LadyBug. - Done! There will need to be a title screen made after a label is picked, but that shouldn't take long.

 

3) Make label for Four-Play. - Mostly done! Just some minor tweaking remains here. I'll probably try to knock this out over the weekend.

 

4) Make sprites for Juno First. - Done! Chris already has them into a new binary, too. Nothing playable yet, but the kernel is coming along nicely. A title screen needs to be done for this, too, but Chris is working out how big to make it (what with all of the 48, 52, 56 and larger pixel bitmap schemes being tossed around lately).

 

4a) Make a list of what sprite artists need to know from programmers, in order to make 2600 sprites. - Done!

 

5) Create OS X icon for KrokCom. - Done!

 

6) Wrap up the RPS manual. Still no sign of the finished game. :cool:

 

7) Create a manual for Man Goes Down. I have the text for this, and a basic idea. Now I just need to sit down and work out the details.

 

8 ) More homebrew sprites - for a sports game. Well, I did tape the games I needed for reference. Just need a list of sprites from the programmer.

 

9) Stella at 20 (or 30). Summer project - remember? :D

 

10) Update the 2600 video mods page. Still haven't gotten a mod from 8bitdomain yet. So when I have the time, I'll update the site without 'em.

 

11) Sprites for PoP. It doesn't look like I'll be needing to work on this one. Someone else may be able to do it. :D

 

12) Sprite "How-To" Tutorial. Someday...

 

13) Finish writing XBox 360 vs. PS3 blog entry. - Done! That took awhile!

 

14) Post stupid game ideas. Yeah, I'll still do this. But it's at the bottom of the list for a reason. :)

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An update:

4) Make sprites for Juno First. - Done! Chris already has them into a new binary, too. Nothing playable yet, but the kernel is coming along nicely. A title screen needs to be done for this, too, but Chris is working out how big to make it (what with all of the 48, 52, 56 and larger pixel bitmap schemes being tossed around lately).

 

You have certainly achieved a lot recently! The Juno First kernel was really difficult to create, but I think the results already look great with your sprites. Let me know if any of the colours are off from your original design as I had a bit of a hard time matching them up. I still haven't decided how best to do the logo, but there is certainly no hurry as the game itself is going to take a long time to write.

 

Thanks again!

Chris

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