WAVE 1 GAMES Posted November 6, 2016 Share Posted November 6, 2016 Ok guys. So I just spent a little over an hour resizing and formatting this animation into a 24 bit .bmp sprite image that I am hoping the Jaguar will be able to use. It is 60 frames. I can reduce it to 30 but I would rather not. Can somebody take a look at it and tell me what they think I should do in regards to managing this large image? The thing is the image is 1.09 MB alone. I originally planned on having at least 5 variations of this centipede which means 5 sprites. I need suggestions. If I go lower than 24 bit will Raptor still be able to associate the image? Thanks in advance. Jaguar_normal_strip59_BMP.bmp Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 6, 2016 Author Share Posted November 6, 2016 And for anybody who is interested here is an animated render of the centipede prior to me scaling him down to Jaguar size along with an animated storm background that will also be used in the game. Just a peek at things 2 Quote Link to comment Share on other sites More sharing options...
Sporadic Posted November 6, 2016 Share Posted November 6, 2016 Perhaps try 16 bit or 8 bit. You probably wouldn't notice much difference. I don't have my pc handy to count the number of colours in there but I doubt it needs to be that high. Also, that sprite is roughly 1/3 of the screen width, does it need to be that big? Not sure about your question on if raptor will handle lower than 24bit? It handles lots of bit depths and all your graphics can be different depths. Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 6, 2016 Author Share Posted November 6, 2016 Perhaps try 16 bit or 8 bit. You probably wouldn't notice much difference. I don't have my pc handy to count the number of colours in there but I doubt it needs to be that high. Also, that sprite is roughly 1/3 of the screen width, does it need to be that big? Not sure about your question on if raptor will handle lower than 24bit? It handles lots of bit depths and all your graphics can be different depths. The size is about right I wanted it 1/3 the screen width and I dont want it upscaled from a smaller size becaue you really cant see any detail if you go smaller. My question about the bit depth was because i know if i go to 8 or 16 bit it will reduce the memory it uses but for some reason i thought you could only associate sprites that are 24 bit in Raptor. The last time I tried to use a 16 bit image i got an error. Do you have to select the bit depth of the object in one of the variables before importing the image? Quote Link to comment Share on other sites More sharing options...
Sporadic Posted November 6, 2016 Share Posted November 6, 2016 The documentation, examples and website are your friend. Go read and digest, you'll gain a much deeper understanding. There are various things to set up with regards to colour depth so will be easier if you have taken all that in. Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 6, 2016 Author Share Posted November 6, 2016 Ok I was able to reduce the size of the image file to 379k by cutting the number of frames in half from 60 to 30 and changing the color depth to 16 bit. Below is the actual sprite file and a .gif animation of what it will look like in game 16 bit_bad_boy.bmp Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 6, 2016 Author Share Posted November 6, 2016 below is the Fuji launcher sprite, which will essentially be the player sprite. Frame 1 will be not shooting. frame 2 will be shooting and frame 3 is the actual center projectile piece that will be fired upward. This weighs in at only 6k. It is also a 16 bit image. fuji launcher strip_strip3.bmp Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 6, 2016 Author Share Posted November 6, 2016 And here is a concept video made on the PC. This is NOT running on Jaguar hardware and it is NOT the game. I just wanted to show the concept and help paint a clearer picture in everyone's head of what im shooting for with Neon Centipedez. I used an old Centipede WIP and threw the Jaguar sprites in there along with unused T2K music just to help get a feel of what it will look like. it is a buggy mess 4 Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 6, 2016 Share Posted November 6, 2016 It looks nice but centipede normal get smaller each time its been hit? I don't see that in this wip. But it looks amazing and colorfull you really need tempest like musix I like that alot. 1 Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 7, 2016 Author Share Posted November 7, 2016 Creepy Crawlys Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 7, 2016 Author Share Posted November 7, 2016 This one has less frames. Which one looks better? the prior attempt or this one? 1 Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 7, 2016 Author Share Posted November 7, 2016 another CLEARER concept video Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 7, 2016 Author Share Posted November 7, 2016 FYI NOBODY ON THIS FORUM IS ALLOWED TO REFER TO THIS PROJECT AS GLOW WORMS. THAT IS NOT FUNNY Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 8, 2016 Author Share Posted November 8, 2016 More sprite work up next gotta scale down this little guy! Quote Link to comment Share on other sites More sharing options...
SoundGammon Posted November 8, 2016 Share Posted November 8, 2016 below is the Fuji launcher sprite, which will essentially be the player sprite. Frame 1 will be not shooting. frame 2 will be shooting and frame 3 is the actual center projectile piece that will be fired upward. This weighs in at only 6k. It is also a 16 bit image. It'd be cool if that could be used in the 5200 / 7800 versions! 1 Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 8, 2016 Author Share Posted November 8, 2016 (edited) Bizzar Bee converted into 16 .bmp format for Jaguar/Raptor friendly usage. I just hate how much detail is lost in the image. Oh well, 20+ year old console. Oh snap I just thought of an awsome name! Beezar! 16_bit_bizzar_bee_strip.bmp Edited November 8, 2016 by Jeffrey_Bones Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 8, 2016 Author Share Posted November 8, 2016 It'd be cool if that could be used in the 5200 / 7800 versions! I'm sure somebody could do something similar. Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 8, 2016 Author Share Posted November 8, 2016 (edited) below is the first animated backdrop. Now the way I think this is going to work if I understand how the Jaguar draws its graphics is this: This will actually be a static object meaning that it is not moving, however it will loop the 8 frames and be drawn at 0,0 the upper left far point of the screen. Now NTSC Jaguars display at 320 X 200 and this sprite is half that size (an effort in resource management I say) Now the trick I hope to be able to do is create a variable that upscales this sprite by 200% which will in effect MASK the the screen. (320X200) This object will also have to be displayed underneath all other sprites/objects on the screen. Does this make sense? Am I on the right track with creating a static/animated backdrop at full screen ratio? I think I'm right...... in theory BG1_jag_friendly_16bit.bmp Edited November 8, 2016 by Jeffrey_Bones Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 8, 2016 Share Posted November 8, 2016 That'll be fine as long as you just want a backdrop and no game. The Jaguar is pathetically slow at scaling, plus that is 24 bit. Colour count shows 11 colours used. Reduce it to 4bpp and use full size, unscaled. 5 1 Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 8, 2016 Author Share Posted November 8, 2016 That'll be fine as long as you just want a backdrop and no game. The Jaguar is pathetically slow at scaling, plus that is 24 bit. Colour count shows 11 colours used. Reduce it to 4bpp and use full size, unscaled. OK. So here is the full scale image converted to 4bpp. This weighs in at a whopping 250K. I plan on doing at least 3 (preferably 4) of these 6-8 frame animated backdrops, Anyway to get the size down even further? I thought about converting to gray scale this particular one however that still comes out to 250K. I was able to reduce the amount of frames to 6 in my editor and it still looks good. Should I try this next? Or is there another way to get that size down that I am not thinking of? 4bit_BG.bmp Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 9, 2016 Share Posted November 9, 2016 Maybe you can compress the backgrounds and only decompress the animation background you need. Quote Link to comment Share on other sites More sharing options...
Rick Dangerous Posted November 9, 2016 Share Posted November 9, 2016 Very Cool! Centipede 2000 on the Jaguar would be epic! 1 Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 10, 2016 Author Share Posted November 10, 2016 Maybe you can compress the backgrounds and only decompress the animation background you need. I think you mean in game unpacking of assets or in game loading similar to how Barkley Shut up and Jam does it,. unfortunately I have no idea how this is done and have only seen one other game that does something similar. Project One from Reboot. Talking about BSUAJ I think that was supposed to be a CD game initially with music and perhaps even cut scenes and whoever got ahold of it prior to releasing it figured a way to put it on cartridge. I would imagine something like this was done with Iron Soldier 2 but as I have no version CD or cartridge I can't really speculate too much on that. I know there is some sort of technique to packing the graphics in and then unpacking them later, I just don't know what that technique is. I did the math though If I have four 250K animated backdrops that is roughly 1MB and that still leaves me 3 MBs for other sprites, sounds, music and code. Do the Math..... lol Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted November 10, 2016 Author Share Posted November 10, 2016 Scorpion says get "get over here!" 1 Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted December 9, 2016 Share Posted December 9, 2016 There is an example code on the latest rb+ version how you can use packed gfx and how to unpack it in rb+ Sent from UMI hammer with Tapatalk Quote Link to comment Share on other sites More sharing options...
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