-
Posts
980 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Gallery
Events
Store
Community Map
Everything posted by LordKraken
-
Well if you read the thread again, I'm not the one who wrote that MK could be done in no time A proof of concept is not much work if you have the assets though. That would be a cool hobby project, definitely, but Karate WT is already coming!
-
Simple question, does the mod "kill" the screen output or is the signal still sent to the lynx screen (along with tv output)?
-
That would be a cool option though, as testing homebrews on a real machine is more or less required at some points, and many developers (like myself) don't own the older flash/whatever cards. Good luck with this project
-
As far as I remember (hey I was not even 10 when I got my lynx ^^), there were two kinds of "pin's gratuit" packaging: Those with "2 pin's gratuit" had a lynx one and a game related one. Those with "pin's gratuit" had only the lynx one. I don't have my games right here but I assume Awesome Golf offered the lynx pin's only.
-
I already told you when 0.4 came out, but the latest version is even greater! Just a bit hard to get the gameplay when you dont' know the original game ^^ You should advertise your game there : http://www.yaronet.com/forum.php?s=9 It's a french forum but the french lynx scene is gathered there. You can post in english, we understand it (more or less, as long as we don't have to speak ).
-
Intro music is awesome - reminds me of amstrad/schneider CPC chips. Game is great - but what are those numbers when you encounter an alien? Character's life points?
-
Well, I don't know if it brings much to the debate, but I had a different approach on my first lynx project (it was more a learning project than a real one). I wanted simple graphics and mechanic, scrolling and eventually, zoom possibilities. So I decided to (try to) port bomberman and I used the SNES version as reference. First problem, the tiles are 16*16 pixels, which is quite large for the lynx resolution. But bomberman's sprites are mainly squared and thus, they can be easily reduced with (almost) no loss. So I converted a set of sprites from 16*16 to 12*12 pixels. This is the result of the conversion - you don't see the whole area but something like 70% (screenshots are 2x zoomed): Then I wanted to play with the Lynx's zoom, so I added on-the-fly zoom/unzoom support to the engine and this is the result: It's not that nice, but you see 100% of the action, there is some place left for game information and when you play it, it's fine, the action is still understandable. This solution is IMO quite good for a game with simple graphics like bomberman, as the user can dynamically choose between quality and visibility. ps : the game is in no way ready - no explosion - no AI.
-
Better AI = advanced algorithm = you probably need power OK but you surely need RAM, and because of all sprites, RAM is going to fall short.
-
Ok thanks for the asm file, but how am i suppose to "play" it in my code? (let say for the title screen first ^^)
-
I'm using NewCC65 compiler But I still dont know how to use it at the end... It's chipper? Is there a lib somewhere or at least an example?
-
Great music port Der Luchs! Just need "test your might" sample What format is that? Is there a lib or something like that? (i'm just aware of abcmusic)
-
Thanks 108 stars, not sure if I'll find time today (familien Tag ^^) but i'll try this out ASAP and build up a pre-pre-pre-pre demo. sd32 > Well what the lynx version could benefit is better music, zoomed sprites (not needed for fighters but at least for the "Finish him"), and probably better animation (coz we have more RAM available). Unfortunately, we have to deal with a rather small screen height (102 pixels instead of 144 for the GG), which means slightly smaller sprites. But the idea all agree is to keep the realistic sprites, coz there is already a promising "cartoonish" fighting game coming soon! And MK wouldn't be MK with super deformed sprites!!!
-
This MK4 is awful, especially if you compare it to Street Fighter Alpha on the same machine! Back to the Lynx > for the palette, an improvement could be made by linking each character with his arena. For instance, if you fight against Scorpion, you always play in scorpion's arena. Thus combining the colors of Scorpion's clothes and the free slots, you could have 8 to 9 colors for the background alone. Is that realistic? Anyway, I could try to create a tiny demo with mockup sprites as a proof of concept. Weather here in Europe is terrible at the moment, so there is nothing better to do. What do you think 108 stars? ps : outlined Johnny Cage is
-
Great job til now, but is the goal to kill the alien or to escape? Not sure about that coz I dont know the original game. In enhanced mode, it would be cool to see "life points" to know when our crew or the alien are going to die. Take care!
-
108 stars > Well gameboy color's MK4 used 3 colors only per character (2 unique + black) but that's rather flat ^^ matashen > let us know if it's fast enough. At least it could be usable for fatalities
-
They are quite cool actually, and 55 pixel height is still a good size. I prefer raiden and its black outline thus. Better visibility. Do you think its ok to have one palette for the whole game (all characters and backgrounds)? Or at least one palette only per arena/background. Coz 12 colors only for all characters is... well... limited to say the least
-
Ach komm du bist kein Diva You're right about GG sprite size. 80 pixels is far too big. But 50/60 could be fine? Mortal Kombat ain't no aerial fighting game. What I find very important with a MK clone is to keep the digit-aspect. If we go in the "small-cartoonish" direction, we would lost the Mk feeling and even worse, we would compete with you karate game. And that's not a good idea IMO coz it looks so great already!
-
Matashen > Well, my programming skills are far from good old ASM/C stuffs and honestly, I dont think I'm good enough to literally "port" MK2. The guy behind Zaku is the man for that (or you... KWT looks pretty amazing)! But, the technical problems (RAM and squeezed graphics) are interesting and I've already done some code for the Lynx, so... we'll see. Do you really think we can have real-time loading directly from ROM? (for instance, you press down-forward-punch and subzero's iceball animation is then streamed from ROM seamless?) Kiwi > I guess the idea is to rip all sprites from game gear and to code everything else from scratch. Sprites are great on this version (not the music ahah).
-
But you need all sprites loaded in memory during a fight, dont u ?
-
Hey thanks LX.NET, I didn't notice sprpck had a compression option (this is activated by default BTW, so no difference for my little project but it's good to know about it). Those precision are great! If we reduce sprites to 8 colors (4 should be possible, Street Fighter Alpha on GBC has only 3 - still a good game - but forget about digit-style then), we can reduced the size by 4 in unpacked mode, and even less in packed mode (it's still 25kb for 50 frames). Has packed mode any impact on performance? edit : playing with sprpck options, I could reduce a 30*60 sprites - 8 colors - to 621 bytes. This is 31KB for 50 frames. Better but still not enough...
-
This could be a reason indeed.
-
Let's do the math: the NES's sprites sheets is made of 50 liu kang's sprites. All of them are (more or less) 30*60 pixels. So if one single sprite requires 1800 bytes, a full set requires 1800*50 = +-90 KB. And we need a second character and a background. And some RAM left for the code. With a maximum of 48 KB available... On the other hand, the GameGear version has huge sprites but even less RAM... So I'm missing something I guess!
-
Well the GG port is pretty decent, isn't it? MKII was a killer on the 8bit sega handheld, but OK I was 10
-
To nonner242 > smoother animation means more sprites means more memory, and the lynx ist not a real beast on this point. This is probably why pit fighter looks like a stop-motion combat I will do the math tomorrow with a given sprite size (the NES one) to see how much frames we could load in memory.
-
The good point with the sprites from the NES version is that they are big but not huge, use 6 colors only, and last but not least are already available. Which means that the graphist could concentrate on the backgrounds only (du 108 stars vielleicht? du siehst sehr motiviert aus für dieses Projekt ). IMO it's better for us developpers, to start working with some animated assets, as this is pretty important for a fighting game (colision boxes etc. I don't think that the lynx's collision buffer is a good idea here).
