unhuman Posted May 13, 2010 Share Posted May 13, 2010 (edited) If you think an XB version will only take 2 weeks - we should do that as proof of concept. Not thinking I'd be a useful resource in Assembly for some time. That being said - don't think XB will work for this game at all. The movement monitoring won't work. So - assembly. Edited May 13, 2010 by unhuman Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted May 13, 2010 Share Posted May 13, 2010 (edited) Hmmm ... It was undoubtedly a dragon to begin with, but the down scaling made it more like a bird, and unfortunately not like a bat - well, just a tiny bit (/pixel). 100 CALL CLEAR :: CALL SCREEN(5) :: CALL MAGNIFY(3) 110 CALL CHAR(48,"1C0F0707010100000306000000000000000080E0E0F87CFCC") 120 CALL CHAR(52,"381F0F0F030100000306000000000000000080C0C0F87CFECE") 130 CALL CHAR(56,"603C1F0F07010000030600000000000000000080C0F878FEDF07") 140 CALL CHAR(60,"0080701E0F03000003060000000000000000000080F8F8FCDE0F0701") 150 CALL CHAR(64,"000000007C0F0F0003060000000000000000000000D8F8F8DC1E0F0701") 160 CALL CHAR(68,"000000000000000F3D67040000000000000000000018F8F8DC1C1E0E0E020202") 170 CALL CHAR(72,"0000000000000003070F0C1800000000000000000018F8F8FC1C0E0E0E060604") 180 CALL CHAR(76,"00000000000003060D1B0400000000000000000000F8F8FCDC1E0E0E060602") 190 CALL CHAR(80,"00000000071F7F00010304000000000000000000C0F8FCFCDE1E0E060202") 200 CALL CHAR(84,"0000067F7F0701000103040000000000000000C0C0F8FCFCDE0E06") 210 CALL CHAR(88,"003E0F07070100000302040000000000000080E0E0F8FCFCCC") 220 CALL CHAR(92,"000F07030100000003020400000000000080C0E0E0F878F8C") 230 CALL CHAR(96,"180F07070101000003060400000000000080C0E0E0FC78F8C") 240 CALL SPRITE(#1,48,2,120,10,-1,8) 250 FOR A=48 TO 96 STEP 4 :: CALL PATTERN(#1,A) :: CALL SOUND(10,110,30) :: NEXT A :: GOTO 250 Edited September 12, 2019 by sometimes99er Forum update cut off 8) in line 240 Quote Link to comment Share on other sites More sharing options...
unhuman Posted May 13, 2010 Share Posted May 13, 2010 Well that's just beautiful. Agree it's not a bat - more birdlike since the flying is so fluid. Bats are all spastic. Hmmm ... It was undoubtedly a dragon to begin with, but the down scaling made it more like a bird, and unfortunately not like a bat - well, just a tiny bit (/pixel). 100 CALL CLEAR :: CALL SCREEN(5) :: CALL MAGNIFY(3) 110 CALL CHAR(48,"1C0F0707010100000306000000000000000080E0E0F87CFCC") 120 CALL CHAR(52,"381F0F0F030100000306000000000000000080C0C0F87CFECE") 130 CALL CHAR(56,"603C1F0F07010000030600000000000000000080C0F878FEDF07") 140 CALL CHAR(60,"0080701E0F03000003060000000000000000000080F8F8FCDE0F0701") 150 CALL CHAR(64,"000000007C0F0F0003060000000000000000000000D8F8F8DC1E0F0701") 160 CALL CHAR(68,"000000000000000F3D67040000000000000000000018F8F8DC1C1E0E0E020202") 170 CALL CHAR(72,"0000000000000003070F0C1800000000000000000018F8F8FC1C0E0E0E060604") 180 CALL CHAR(76,"00000000000003060D1B0400000000000000000000F8F8FCDC1E0E0E060602") 190 CALL CHAR(80,"00000000071F7F00010304000000000000000000C0F8FCFCDE1E0E060202") 200 CALL CHAR(84,"0000067F7F0701000103040000000000000000C0C0F8FCFCDE0E06") 210 CALL CHAR(88,"003E0F07070100000302040000000000000080E0E0F8FCFCCC") 220 CALL CHAR(92,"000F07030100000003020400000000000080C0E0E0F878F8C") 230 CALL CHAR(96,"180F07070101000003060400000000000080C0E0E0FC78F8C") 240 CALL SPRITE(#1,48,2,120,10,-1, 250 FOR A=48 TO 96 STEP 4 :: CALL PATTERN(#1,A) :: CALL SOUND(10,110,30) :: NEXT A :: GOTO 250 1 Quote Link to comment Share on other sites More sharing options...
S1500 Posted May 13, 2010 Share Posted May 13, 2010 Why not recycle the dragon pic from Tunnels of Doom? Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted May 13, 2010 Share Posted May 13, 2010 ****Dragon Contest!!!**** SUBMIT DRAGONS NOW!!! In 48 hours, I will close the dragon-contest--- then we'll vote. I'll be posting this to the user groups too--- maybe that'll get some of those fogies to sign up for Atariage. we will select 3 dragons--- and the creator(s) of the 3 winning dragons will be given an Easter egg in the game. Seems appropriate for this game. I'll sit that one out because I have no artistic abilities whatsoever. Give me the grunt work Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 13, 2010 Author Share Posted May 13, 2010 Karsten!!! That animation is amazing! Thank you very much for posting it! 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted May 13, 2010 Share Posted May 13, 2010 My entry. I've no idea what colour are available on the TI. 16x16 :- x10 magnification :- 1 Quote Link to comment Share on other sites More sharing options...
Hakogame 箱亀 Posted May 13, 2010 Share Posted May 13, 2010 (edited) Hi, I did the graphics for Adventure II for the 5200, and had a few unused pieces of art lying around. I don't know if you'd want to use them, but here's a quick conversion of an unused isometric castle (should work on the Ti99a, except for maybe the castle gate may need to be a sprite or be redrawn a bit), and an unused hero sprite. (animated) Edited May 13, 2010 by Raccoon Lad 1 Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted May 13, 2010 Share Posted May 13, 2010 The castle looks quite impressive! :thumbsup: Quote Link to comment Share on other sites More sharing options...
unhuman Posted May 13, 2010 Share Posted May 13, 2010 The castle looks quite impressive! :thumbsup: Click on that dude for an animated gif version. Looks pretty damn impressive the way guy goes nuts with the sword. Quote Link to comment Share on other sites More sharing options...
The Codex Posted May 13, 2010 Share Posted May 13, 2010 Very slick Raccoon Lad, I love isometric graphics. Nice work! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 13, 2010 Author Share Posted May 13, 2010 Wow!!! That looks GREAT!!! I would love to do this game in that style!!! Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 13, 2010 Share Posted May 13, 2010 (edited) Hmmm ... It was undoubtedly a dragon to begin with, but the down scaling made it more like a bird, and unfortunately not like a bat - well, just a tiny bit (/pixel). 100 CALL CLEAR :: CALL SCREEN(5) :: CALL MAGNIFY(3) 110 CALL CHAR(48,"1C0F0707010100000306000000000000000080E0E0F87CFCC") 120 CALL CHAR(52,"381F0F0F030100000306000000000000000080C0C0F87CFECE") 130 CALL CHAR(56,"603C1F0F07010000030600000000000000000080C0F878FEDF07") 140 CALL CHAR(60,"0080701E0F03000003060000000000000000000080F8F8FCDE0F0701") 150 CALL CHAR(64,"000000007C0F0F0003060000000000000000000000D8F8F8DC1E0F0701") 160 CALL CHAR(68,"000000000000000F3D67040000000000000000000018F8F8DC1C1E0E0E020202") 170 CALL CHAR(72,"0000000000000003070F0C1800000000000000000018F8F8FC1C0E0E0E060604") 180 CALL CHAR(76,"00000000000003060D1B0400000000000000000000F8F8FCDC1E0E0E060602") 190 CALL CHAR(80,"00000000071F7F00010304000000000000000000C0F8FCFCDE1E0E060202") 200 CALL CHAR(84,"0000067F7F0701000103040000000000000000C0C0F8FCFCDE0E06") 210 CALL CHAR(88,"003E0F07070100000302040000000000000080E0E0F8FCFCCC") 220 CALL CHAR(92,"000F07030100000003020400000000000080C0E0E0F878F8C") 230 CALL CHAR(96,"180F07070101000003060400000000000080C0E0E0FC78F8C") 240 CALL SPRITE(#1,48,2,120,10,-1, 250 FOR A=48 TO 96 STEP 4 :: CALL PATTERN(#1,A) :: CALL SOUND(10,110,30) :: NEXT A :: GOTO 250 The tail is too long for a bat. I've drawn one dragon after another and I keep finding that there just isn't enough area in a single sprite to draw anything really detailed. If you add a 2nd sprite wide or high you run the risk of blocking off paths too much. We'd have to test it. I tried drawing something more like a traditional Chinese dragon and it just ends up looking more like a duck... which is kinda what the one in the original game looked like but I figured people wanted to avoid that. A Chinese dragon is more snakelike in it's body than what movies have btw. One of many I tried: {0x06, 0x03, 0x21, 0x61, 0xC1, 0x81, 0x80, 0xC0} {0xE0, 0xE0, 0x70, 0x38, 0x3F, 0x3F, 0x77, 0xE3} {0x00, 0x20, 0xF1, 0xDF, 0xF0, 0xFF, 0xEC, 0xE0} {0x70, 0x3C, 0x3E, 0x7E, 0xFC, 0xFC, 0xF6, 0xE3} 10 CALL CLEAR::CALL SCREEN(15)::CALL MAGNIFY(4) 20 CALL CHAR(96,"06032161C18180C0E0E070383F3F77E30020F1DFF0FFECE0703C3E7EFCFCF6E3") 30 CALL SPRITE(#1,96,2,90,70) 40 CALL KEY(0,K,S)::IF S=0 THEN 40 50 END <edit> Looks like a baby dragon. LOL Edited May 13, 2010 by JamesD Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 13, 2010 Share Posted May 13, 2010 A little better version of the last one. For a multi-sprite dragon I'd need an editor that can handle that. {0x06, 0x03, 0x23, 0x41, 0x81, 0x81, 0x80, 0x80} {0xC0, 0xE0, 0x70, 0x38, 0x1F, 0x3F, 0x77, 0xC3} {0x00, 0x20, 0xF1, 0xDF, 0xF0, 0xFF, 0xEC, 0xE0} {0x70, 0x3C, 0x3E, 0x7E, 0xFC, 0xFC, 0xF6, 0xE3} 10 CALL CLEAR::CALL SCREEN(15)::CALL MAGNIFY(4) 20 CALL CHAR(96,"0603234181818080C0E070381F3F77C30020F1DFF0FFECE0703C3E7EFCFCF6E3") 30 CALL SPRITE(#1,96,2,90,70) 40 CALL KEY(0,K,S)::IF S=0 THEN 40 50 END Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 13, 2010 Share Posted May 13, 2010 My entry. I've no idea what colour are available on the TI. 16x16 :- x10 magnification :- That looks more like the dragon in Adventure if people want to stay true to the original. Quote Link to comment Share on other sites More sharing options...
Kurt_Woloch Posted May 13, 2010 Share Posted May 13, 2010 How about that one? 01050F171F2F1F2F1F2F0F0F0F0F5BF150F098BEFFFF3880C0F8F8F8F8F89CCE 1 Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 13, 2010 Share Posted May 13, 2010 (edited) How about that one? 01050F171F2F1F2F1F2F0F0F0F0F5BF150F098BEFFFF3880C0F8F8F8F8F89CCE That's one of those images that can be seen two ways... a dragon... or a head with feet, an open mouth, a big nose, and bad hair. <edit> It almost looks like the Little Caesars guy. Edited May 13, 2010 by JamesD Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 13, 2010 Share Posted May 13, 2010 The castle looks quite impressive! :thumbsup: Click on that dude for an animated gif version. Looks pretty damn impressive the way guy goes nuts with the sword. I like the animated guy... very cool. Quote Link to comment Share on other sites More sharing options...
Hakogame 箱亀 Posted May 14, 2010 Share Posted May 14, 2010 Here's a white castle (just swapped colors around to make it), with a redrawn gate that fits the graphic specs of the TI99, and a 16x32 dragon. I couldn't really make a good looking 16x16 dragon no matter how hard I tried. Plus, it seemed really small too. 1 Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 14, 2010 Share Posted May 14, 2010 Here's a white castle (just swapped colors around to make it), with a redrawn gate that fits the graphic specs of the TI99, and a 16x32 dragon. I couldn't really make a good looking 16x16 dragon no matter how hard I tried. Plus, it seemed really small too. I gotta agree on the dragon. 16x16 is too small. The 16x32 dragon looks much better. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 14, 2010 Author Share Posted May 14, 2010 Wow Racoon!!! Welcome! You've got real talent man. Thanks for the inspiration!!! I think the original dragons were 16x32 also. Quote Link to comment Share on other sites More sharing options...
JamesD Posted May 14, 2010 Share Posted May 14, 2010 I thought I'd throw a 16x32 dragon together just to see how it looked. I think the size looks a little more intimidating vs how big the man will be. {0x01, 0x03, 0x03, 0x0E, 0x1F, 0x33, 0x01, 0x11} {0x73, 0x23, 0x22, 0x37, 0x1C, 0x1F, 0x04, 0x07} {0x8E, 0xDC, 0x78, 0xF0, 0xE0, 0xFF, 0x79, 0xC0} {0x60, 0xE0, 0x20, 0xF0, 0x1C, 0xFC, 0x16, 0xF2} {0x04, 0x07, 0x04, 0x07, 0x44, 0xE7, 0xE4, 0x43} {0x42, 0x43, 0x66, 0x6F, 0x5E, 0x3B, 0x77, 0xCE} {0x12, 0xF7, 0x14, 0xF0, 0x10, 0xF0, 0x10, 0xE0} {0x20, 0xE0, 0x20, 0xF0, 0x38, 0xDC, 0x8E, 0x03} 10 CALL CLEAR::CALL SCREEN(15)::CALL MAGNIFY(4) 20 CALL CHAR(96,"0103030E1F330111732322371C1F04078EDC78F0E0FF79C060E020F01CFC16F2") 30 CALL CHAR(100,"0407040744E7E4434243666F5E3B77CE12F714F010F010E020E020F038DC8E03") 40 CALL SPRITE(#1,96,2,90,70) 50 CALL SPRITE(#2,100,2,122,70) 60 CALL KEY(0,K,S)::IF S=0 THEN 40 70 END Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted May 14, 2010 Share Posted May 14, 2010 Here's a white castle (just swapped colors around to make it), with a redrawn gate that fits the graphic specs of the TI99, and a 16x32 dragon. I couldn't really make a good looking 16x16 dragon no matter how hard I tried. Plus, it seemed really small too. That is totally great work ! The dragon is the best 16x32 I've seen - ever. Brilliant. I myself tried to be realistic and dramatic, avoiding that cartoonish unavoidable duck, but it's hard to do that with just that many pixels. I wanted big wings and then went for animation to get greater detail. Turned out to be a duck in the end. Okay, a long duck with large wings. I think the correct Latin name is Duck Anorexia. The isometric castle is so wonderful, yet still so true to the original. Having a closer look at the mountain made me realize there's basically only 2 character patterns. And then the 2 mirrored. Not counting the all in one color (they're really not patterns). Amazing overall result. I think I seen something very similar to your little animated hero once before. Nevertheless it's very cute, and it all fits very well. I gotta go play that 5200 Adventure II asap. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted May 14, 2010 Author Share Posted May 14, 2010 It's amazing to see that castle rendering.... I'm wondering if we might have to use a form of bitmap--- as each tile can typically only have one foreground and one background color.... I may be seeing this wrong, but it looks like, to achieve this result, the top of the castle (towers?) needs 3 colors per tile. Quote Link to comment Share on other sites More sharing options...
The Codex Posted May 14, 2010 Share Posted May 14, 2010 (edited) The castle could be done using two-color tiles. I've done a lot of isometric coding and as long as the proportions are correct you can get away with it. I'll see if I can post a mockup to show you. EDIT - And that really is a fantastic dragon! Edited May 14, 2010 by The Codex Quote Link to comment Share on other sites More sharing options...
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