+cmart604 Posted December 26, 2015 Share Posted December 26, 2015 I added a few things here and there since the last update Very cool! Quote Link to comment Share on other sites More sharing options...
Rev Posted December 26, 2015 Share Posted December 26, 2015 The flame curls are a ice addition but unless you are going to use pre-shifted GRAM cards or multiplexing you'll be out of sprites for that room. I was thinking the exact thing. 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted December 26, 2015 Author Share Posted December 26, 2015 The flame curls are a ice addition but unless you are going to use pre-shifted GRAM cards or multiplexing you'll be out of sprites for that room. Ha ha, no worries... I know I'm going to adjust every single screen so I can use most of the graphics in each room I've a program that let me know how many tiles (cards) I used and I can correct this on the fly Quote Link to comment Share on other sites More sharing options...
retroillucid Posted December 26, 2015 Author Share Posted December 26, 2015 Here's how I proceed Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted December 27, 2015 Share Posted December 27, 2015 Ha ha, no worries... I know I'm going to adjust every single screen so I can use most of the graphics in each room I've a program that let me know how many tiles (cards) I used and I can correct this on the fly Its not always the number of tiles/cards that is the limiting factor. As soon as you have a multi-coloured player and moving enemies you use hardware sprites up quickly. Even more so if they are more than 8 pixels wide. In my mind its always better to make an accurate mock-up to make sure that you can achieve the room/level designs that make your game work. 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted December 27, 2015 Author Share Posted December 27, 2015 Its not always the number of tiles/cards that is the limiting factor. As soon as you have a multi-coloured player and moving enemies you use hardware sprites up quickly. Even more so if they are more than 8 pixels wide. In my mind its always better to make an accurate mock-up to make sure that you can achieve the room/level designs that make your game work. Good point although, I usually put everything ''to the max'' then I downscale the project according to what I can do according to system' limitations May not be ideal considering the amount of works required (adjusting GFXs etc..) but this is how you can put everything to the max In example, I may probably end up doing 1 color only for the Fireball Quote Link to comment Share on other sites More sharing options...
retroillucid Posted December 27, 2015 Author Share Posted December 27, 2015 See, I usually work so I can re-use graphics for other versions as well, such as Gameboy, Colecovision Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted December 27, 2015 Share Posted December 27, 2015 Good point although, I usually put everything ''to the max'' then I downscale the project according to what I can do according to system' limitations May not be ideal considering the amount of works required (adjusting GFXs etc..) but this is how you can put everything to the max In example, I may probably end up doing 1 color only for the Fireball True! But sometimes you can get "more" by doing things differently. That could be at the cost of more ROM space or a more complex game engine. Its always a trade off when designing games to run on old machines. Quote Link to comment Share on other sites More sharing options...
retroillucid Posted December 27, 2015 Author Share Posted December 27, 2015 True! But sometimes you can get "more" by doing things differently. That could be at the cost of more ROM space or a more complex game engine. Its always a trade off when designing games to run on old machines. Yeah, I guess it all comes down to how the game designer personally works I did the very same method for every INtv games I've designed, and I think they came up pretty well It takes me probably 2x more time than doing it the ''usual way'', although when I'm later porting the game to other platforms, it saves me quite ALOT of time actually Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted December 27, 2015 Share Posted December 27, 2015 (edited) Yeah, I guess it all comes down to how the game designer personally works I did the very same method for every INtv games I've designed, and I think they came up pretty well It takes me probably 2x more time than doing it the ''usual way'', although when I'm later porting the game to other platforms, it saves me quite ALOT of time actually From my own experiences of coding on several different retro platforms its always best to design towards the strengths of the machine. That way you get the best game and don't have to make compromises that affect the way the game plays. Edit: Anyways, I accept that people have different ways of working. Whatever they find productive and gets results is fine by me. Edited December 27, 2015 by GroovyBee Quote Link to comment Share on other sites More sharing options...
retroillucid Posted December 28, 2015 Author Share Posted December 28, 2015 Another one I did for fun (not sure If I already posted it) 2 Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted December 28, 2015 Share Posted December 28, 2015 Cool! Quote Link to comment Share on other sites More sharing options...
retroillucid Posted January 8, 2016 Author Share Posted January 8, 2016 Should I include or not a map of the whole Temple with Sacred Tribe once it get released? I mean, a map included with the manual, cart and box It would not reveal where the treasures and enemies are, but you would have a map of all the rooms in the game (well, mostly ) Thoughts ? 3 Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted January 8, 2016 Share Posted January 8, 2016 That would be sweet! Maps are awesome to get with games. Quote Link to comment Share on other sites More sharing options...
retroillucid Posted January 8, 2016 Author Share Posted January 8, 2016 That would be sweet! Maps are awesome to get with games. Yes, but would'nt spoil the game? Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted January 8, 2016 Share Posted January 8, 2016 (edited) Yes, but would'nt spoil the game? probably not if you kept every item off of it. Hell, you could include a sticker set of all the items to go with it in case someone wants to mark their findings. EDIT: i know! I know! The collectors will have my head for thinking of a way to ruin the collectible swag. Edited January 8, 2016 by pimpmaul69 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted January 8, 2016 Author Share Posted January 8, 2016 probably not if you kept every item off of it. Hell, you could include a sticker set of all the items to go with it in case someone wants to mark their findings. EDIT: i know! I know! The collectors will have my head for thinking of a way to ruin the collectible swag. ha ha! Like the idea to include stickers 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted January 8, 2016 Author Share Posted January 8, 2016 I've just merged all the rooms together to see how it would look like Take a look at the map size! O_o It could be a poster! Quote Link to comment Share on other sites More sharing options...
+Darrin9999 Posted January 8, 2016 Share Posted January 8, 2016 Map would be nice Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted January 8, 2016 Share Posted January 8, 2016 Yah I like the idea of a map insert, both as a collectible and as something I could turn to when I inevitably get lost. Quote Link to comment Share on other sites More sharing options...
atari5200dude82 Posted January 8, 2016 Share Posted January 8, 2016 Yes map will be awesome along with a comic book. Like atari swordquest series. lol. sweet Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 8, 2016 Share Posted January 8, 2016 Should I include or not a map of the whole Temple with Sacred Tribe once it get released? I mean, a map included with the manual, cart and box It would not reveal where the treasures and enemies are, but you would have a map of all the rooms in the game (well, mostly ) Thoughts ? Sounds like a good idea but don't make it out of screenshots with things removed. Some kind of old treasure map would be good. Perhaps showing tombs and the total number of items to get from each. Things like "Danger", "Secret passageway", "Trap" written on it. Something "vague" like this :- Then you aren't giving very much of the game away. 1 Quote Link to comment Share on other sites More sharing options...
m-crew Posted January 8, 2016 Share Posted January 8, 2016 Sounds like a good idea but don't make it out of screenshots with things removed. Some kind of old treasure map would be good. Perhaps showing tombs and the total number of items to get from each. Things like "Danger", "Secret passageway", "Trap" written on it. Something "vague" like this :- 9.1map1.gif Then you aren't giving very much of the game away. Great idea !!!! Quote Link to comment Share on other sites More sharing options...
+intellivotion Posted January 8, 2016 Share Posted January 8, 2016 Should I include or not a map of the whole Temple with Sacred Tribe once it get released? I mean, a map included with the manual, cart and box It would not reveal where the treasures and enemies are, but you would have a map of all the rooms in the game (well, mostly ) Thoughts ? that's a wonderful idea!!!! But the price of the final product will rise and I fear someone will complain... just to be clear, I won't Quote Link to comment Share on other sites More sharing options...
retroillucid Posted January 8, 2016 Author Share Posted January 8, 2016 But the price of the final product will rise and I fear someone will complain... Nah it won't I already did something similar to this with the Lord of the Dungeon for ColecoVision 3 Quote Link to comment Share on other sites More sharing options...
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