José Pereira Posted March 30, 2011 Share Posted March 30, 2011 Seeing the videos and all in Gray we can't figure how they will be coloured if this was ended in a rel Game. Just that it's an ARMALYTE type riping. I always wonder how it will look... Will be only PMs. on our Fighter? But seems that the Rocks are two different colours (DLIs?) And the Enemy colours VS Background Gfxs. colours, would be flicker? And so amazind (and difficult...) moving at a real 50 colour clock scrolling... and in 48 wide overscan as it seems/look like!... Anyone File Monitor, knows the Authors, now anything about technical intentions: José Pereira. Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 30, 2011 Share Posted March 30, 2011 I always wonder how it will look... Maybe you will see soon. Depends if I find time. This is my last game test. Next week I should finish Cybernoid 2 - game test. c u soon EagleSoft 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted March 30, 2011 Share Posted March 30, 2011 I always wonder how it will look... Maybe you will see soon. Depends if I find time. This is my last game test. Next week I should finish Cybernoid 2 - game test. c u soon EagleSoft I only trust in demos with full screen graphics and multiplexed PMs with vertical movement Quote Link to comment Share on other sites More sharing options...
Tezz Posted March 30, 2011 Share Posted March 30, 2011 Next week I should finish Cybernoid 2 - game test. cool, I'll be interested to see that I had a play around with some ideas with Cybernoid 1 a few years ago. Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 30, 2011 Share Posted March 30, 2011 I only trust in demos with full screen graphics and multiplexed PMs with vertical movement Do not expect too much. After 17 years I started learning assembler from scratch. Quote Link to comment Share on other sites More sharing options...
emkay Posted March 30, 2011 Share Posted March 30, 2011 I only trust in demos with full screen graphics and multiplexed PMs with vertical movement Do not expect too much. After 17 years I started learning assembler from scratch. I don't expect too much. But I know about the limits of the A8's hardware Multiplexing some sprites vertically costs some extra cpu cycles. Horizontal multiplexing need a special kernal and a very advanced programming skill. The lucky spot: Most objects in Flimbo's Quest move horizontally only.... Quote Link to comment Share on other sites More sharing options...
Tezz Posted March 30, 2011 Share Posted March 30, 2011 Do not expect too much.After 17 years I started learning assembler from scratch. Your work demonstrated so far is very good, keep going! P.S. where in m/cr are you? Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 30, 2011 Share Posted March 30, 2011 (edited) where in m/cr are you? Rochdale The lucky spot: Most objects in Flimbo's Quest move horizontally only.... But all the animation takes only 80 cycles Edited March 30, 2011 by Eagle Quote Link to comment Share on other sites More sharing options...
analmux Posted March 31, 2011 Share Posted March 31, 2011 Maybe you will see soon. Depends if I find time. This is my last game test. Already looks interesting You can PM me if you'd like to have stable bass sound of the tunes. As usual there's a bit instability in sound-type, caused by 'indeterminism' of the bass generators. "Poly"/"LFSR"-reset will help this. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 31, 2011 Author Share Posted March 31, 2011 I always wonder how it will look... Maybe you will see soon. Depends if I find time. This is my last game test. Next week I should finish Cybernoid 2 - game test. c u soon EagleSoft Very good and THANKS! But are you anything related to the guys(s) behind Blood Fighter in the past? And who are these guys playing the Game and post it into YouTube? I download the existing Files from AtariOnline and I only get static picture, don't seems possible to get into any Level... José Pereira. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted March 31, 2011 Share Posted March 31, 2011 blood fighter looks first video looks like charmode only... Jose remember that if you are looking at 50 fps you can have char movements and it will look fluid... games with many objects do not necesserilly need "advanced techniques"... http://www.youtube.com/watch?v=Wm36RSF34MA still one of my faves and it uses only Antic E. Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 31, 2011 Share Posted March 31, 2011 (edited) But are you anything related to the guys(s) behind Blood Fighter in the past? Yes. I made this games. (Blood Fighter and BloodFire) And it's my video o YT Edited March 31, 2011 by Eagle Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 31, 2011 Author Share Posted March 31, 2011 But are you anything related to the guys(s) behind Blood Fighter in the past? Yes. I made this games. (Blood Fighter and BloodFire) And it's m y video o YT Yes, sorry... Just get into YouTube channel. José Pereira. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 31, 2011 Author Share Posted March 31, 2011 blood fighter looks first video looks like charmode only... Jose remember that if you are looking at 50 fps you can have char movements and it will look fluid... games with many objects do not necesserilly need "advanced techniques"... http://www.youtube.com/watch?v=Wm36RSF34MA still one of my faves and it uses only Antic E. Yes and I think I get how he's doing things at the Blood Fighter (Armalyte ships): It's exactly the same as in Flimbo video. In Flimbo you have the normal two Multicoloured PMs. Balls each Line On the video you see that there are the horizontal moving Rocks... these are the 2Multicoloured PMs. Then all the speed movin g, lots of Enemys are indeed the PFs. colours. Nice thinking and as they move over Backgr. Register and PRIOR could be Top all or PRIOR2 1Rock above and other under Enemys... Good but what about our Ship? Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 31, 2011 Share Posted March 31, 2011 I think it looks better here. Background is on PMs (rocks, stars) Enemys and ship only on chars. Quote Link to comment Share on other sites More sharing options...
emkay Posted March 31, 2011 Share Posted March 31, 2011 Seeing Flimbo here let me think to add some special idea for this tune.... flimbofm.xex Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 31, 2011 Author Share Posted March 31, 2011 I think it looks better here. Background is on PMs (rocks, stars) Enemys and ship only on chars. Ah! I win the prize!... I guess it right! José Pereira. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 31, 2011 Author Share Posted March 31, 2011 Background is on PMs (rocks, stars) Enemys and ship only on chars. But this way wouldn't our ship be the same colour as the Enemys? And always the same colour for all Enemys and our Ship on all the Levels? Yeah! This is somethink like DELTA on C64... but almost reverse way: -> DELTA C64 it's all Hardware Sprites with just the Fire as Playfield colours. -> BLOOD FIGHTER it's inverse this in A8: all Chars, just Foreground Hardware Sprites. But this make me thinking: This way, using PMs. for Gfxs. of the Background will only be possible this 'Starfield looking'... How would you get Large Spaceships? Or there will not be... and just Stars and Rocks? But is amazing how many nd speed Sprites you can get just as Chars... only the Rocks seems a little bit like 'move, stop, move, stop,..." Thanks to share with us... Great to see some of the old time coders back into work... José Pereira. Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 31, 2011 Share Posted March 31, 2011 (edited) But this way wouldn't our ship be the same colour as the Enemys? Invers chars - 5th color Every rocks can be different shapes, colours, speed. Even easily animated. Seeing Flimbo here let me think to add some special idea for this tune.... emkay, sounds like c64 nice work Edited March 31, 2011 by Eagle Quote Link to comment Share on other sites More sharing options...
emkay Posted March 31, 2011 Share Posted March 31, 2011 But this make me thinking: This way, using PMs. for Gfxs. of the Background will only be possible this 'Starfield looking'... How would you get Large Spaceships? Or there will not be... and just Stars and Rocks? Some trickery with the playfield may help here. Usag of a different colour via DLI to simulate" the field on the ship. The PMg could build the borders and/or "Windows" weapons on the ship ... Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 31, 2011 Author Share Posted March 31, 2011 (edited) But this way wouldn't our ship be the same colour as the Enemys? Invers chars - 5th color Every rocks can be different shapes, colours, speed. Even easily animated. Yup! 5th colour would give something like C64 uses sprites, almost: C64 have two shared colours for all sprites and one more can be different on eachone. Trying to emulate C64 in this type of Games you'll normally have: ->Two shared colours: DarkGray and White ->Third colour, can be different in each one Here and on A8 you could have: -> Shared colours: DarkGray and White - PF0&PF1 -> Enemys other colour - PF2 -> Our ship other colour - PF3 This would give: -> Our Ship: DarkGray, Green (as an example), White -> Enemys: Dark Gray, Lilac (as an example), White And what about the colour clash PF2vsPF3? Are you in 3+1 BitMap mode and have our ship PF3colour using the four Missiles with 5th Player enabled? BitMap seems better 'cycles' way to do... You can also get DLIs. of PF2 according to Attacking waves places and not need to have the same colour for all the Enemys on screen at the same time (if they aren't on the sames Lines...) Am I guess right again? Sorry to get you with soo many questions, but some things that are working could be used in my WIP ideas... Thanks. Greetings. José Pereira. Edited March 31, 2011 by José Pereira Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 31, 2011 Share Posted March 31, 2011 More or less. Rocks - P0+P1 and P2+P3 Stars - 4 missiles (no 5th player) Sorry to get you with soo many questions Wait for my version Cybernoid, you will have plenty more questions. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 31, 2011 Author Share Posted March 31, 2011 More or less. Rocks - P0+P1 and P2+P3 Stars - 4 missiles (no 5th player) Stupid I was... totally forgot the Stars... You're the coder and certainly fixed the PF2&PF3 clash problem... Sorry to get you with soo many questions Wait for my version Cybernoid, you will have plenty more questions. Yes, sure I'll post more... because I tried Cybernoid on the past and have some possible solutions, but many problems... Have it somewhere... Greets. José Pereira. Quote Link to comment Share on other sites More sharing options...
emkay Posted March 31, 2011 Share Posted March 31, 2011 Actually, what impresses me a bit more about Blood Fighter is the soundtrack around it. Together with those Drums, I heard it on Kohina Radio 1st, and thought it is some Soundtrack of some Arcade game for awhile .... Press Start Blood Fighter.xex Quote Link to comment Share on other sites More sharing options...
Eagle Posted March 31, 2011 Share Posted March 31, 2011 (edited) This one? http://asma.atari.org/asmadb/search.php?play=280 and Sound Tracker by Tomasz Liebich (this music included) ST-TL.xex Edited March 31, 2011 by Eagle Quote Link to comment Share on other sites More sharing options...
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