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Atariventure (game collaboration?)


Opry99er

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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 by unhuman
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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
:cool:
Edited by sometimes99er
Forum update cut off 8) in line 240
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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

 

:cool:

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****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 :)

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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)

post-218-12737720991_thumb.png

post-218-127377210685_thumb.gif

Edited by Raccoon Lad
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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

 

:cool:

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 by JamesD
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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

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How about that one?

 

01050F171F2F1F2F1F2F0F0F0F0F5BF150F098BEFFFF3880C0F8F8F8F8F89CCE

 

post-8393-127378691754_thumb.png

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 by JamesD
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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.

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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

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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.

 

post-218-127381662931_thumb.png

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.

 

:)

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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.

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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 by The Codex
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