Wrathchild Posted December 8, 2018 Share Posted December 8, 2018 Masking can be done using PF so I think it is more a case of how many 8 pixel blocks you need to use on each side. As the single player span is 8 * 4 * 2 = 64 pixels, that is 32 each side so 4 bytes. So although that fits well with narrow width, the border won't mask the PMs and so sticking with normal width playfield and letting that mask the PMs would seem better, so the 'visible' area would be limited to the 256 pixels. Emkay's approach to selective modify each depth-banding split using fewer PMs has merit. My personal preference is for the style in post #38 and might try and make a video to see how that could work in practice. 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted December 8, 2018 Share Posted December 8, 2018 The XEX of the mockup screen. Things may get even more impressive, when things move on the screen. bw.xex 2 Quote Link to comment Share on other sites More sharing options...
snicklin Posted December 8, 2018 Share Posted December 8, 2018 I am impressed with the way multiple people have found multiple ways to present this game. Personally I like the gr.9 method but can see merit in all the methods. 2 Quote Link to comment Share on other sites More sharing options...
R0ger Posted December 8, 2018 Share Posted December 8, 2018 I think the 4 color mode looks best, but it's still far cry from C64. Quote Link to comment Share on other sites More sharing options...
pixelmischief Posted December 9, 2018 Share Posted December 9, 2018 I think the 4 color mode looks best, but it's still far cry from C64. Hey, R0ger? It's not a C64. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 9, 2018 Share Posted December 9, 2018 What's better here? The only thing I see is the sprite. The background on the C64 version doesn't look so hot. [Note: A few more edits on this version for the Atari.] Limbo 160 2.xex 3 Quote Link to comment Share on other sites More sharing options...
pixelmischief Posted December 9, 2018 Share Posted December 9, 2018 What's better here? The only thing I see is the sprite. The background on the C64 version doesn't look so hot. Besides, this game is about game-play and atmosphere. From what I can tell, the C64 version is faithful to the original; and I am sure the 8-bit version will be too. Quote Link to comment Share on other sites More sharing options...
R0ger Posted December 9, 2018 Share Posted December 9, 2018 Hey, R0ger? It's not a C64. Sure, but you don't want the Atari version to be worse, right ? Or maybe you don't meet many C64 guys I do, so it better be good, or it does not exist at all PS. not that I think this will result in anything but few nice mock-ups. Quote Link to comment Share on other sites More sharing options...
R0ger Posted December 9, 2018 Share Posted December 9, 2018 C64 version background indeed doesn't look too hot. But it's not finished either. And it has hires player, enemies, and it's all buttery smooth. Some compromises had to be made for the huge maps. The backgrounds are clearly char based, and unless you want huge cartridge, they should be on Atari too. Still the dithering method used by MrFish is way better. And we could use inversion to get 1 more shade out of it. That would be especially easy if the background were char based. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 9, 2018 Share Posted December 9, 2018 (edited) C64 version background indeed doesn't look too hot. But it's not finished either. And it has hires player, enemies, and it's all buttery smooth. No, the spider and other objects are in 160 mode (maybe you meant just the player is hi-res, idk). Of course the nice animations are better than screen shots on the Atari. What's the sense of even making a comparison like that, when people are just at the point of trying to get an idea of how things could be approached and look like? Edited December 9, 2018 by MrFish Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted December 9, 2018 Share Posted December 9, 2018 Quote, Still the dithering method used by MrFish is way better. And we could use inversion to get 1 more shade out of it. unquote That's the part I paid attention to. 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 9, 2018 Share Posted December 9, 2018 Some compromises had to be made for the huge maps. The backgrounds are clearly char based, and unless you want huge cartridge, they should be on Atari too. Still the dithering method used by MrFish is way better. And we could use inversion to get 1 more shade out of it. That would be especially easy if the background were char based. Yes, it's surely using chars and thus limited in it's dithering pattern combinations. In my mind, the point for doing the Atari version differently, would be that without a hi-res sprite, you make up for things in some other respect. 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted December 9, 2018 Share Posted December 9, 2018 What's better here? The only thing I see is the sprite. The background on the C64 version doesn't look so hot. It looks like someone wanted to cause eye cancer The game on the C64 lives (again) by the hi res touch and the smooth animations. Transitions only look good on small screens. And, as I showed, there is no problem to save the "hires" for the game, and there are 8 brightness values to drop transitions wherever possible. If G2F was more hires friendly, I'd showed the image above in hires... , only the tree shadows would need some transitions... Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted December 9, 2018 Author Share Posted December 9, 2018 Mr. fish, Why not take the image into an actual coding I can help with the main char sprites ..... Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted December 9, 2018 Author Share Posted December 9, 2018 sooo, i was able to extract using very primitive method the main character animation frames as he walks,jumps up and jumps right next thing is to place this in mad studio and start created player's data 5 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted December 10, 2018 Share Posted December 10, 2018 Neglecting any animation frames that would be overlaid on the backgrounds, I've captured this video within Altirra to give a rough idea of what the 4 colour dithering might look like in reality. Banding limits I feel can be improved (e.g. I could liaise with MrFish for ideas) but this also highlights that in the actual game the main character is not always the same size as the scenes zoom in and out. 8 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted December 10, 2018 Author Share Posted December 10, 2018 I think in c 64 the main character is not changed at least not in the demo preview released Quote Link to comment Share on other sites More sharing options...
tebe Posted December 10, 2018 Share Posted December 10, 2018 (edited) HCM - Hard Color Map (112 pixel width), 8 grey Edited December 10, 2018 by tebe 1 Quote Link to comment Share on other sites More sharing options...
pirx Posted December 10, 2018 Share Posted December 10, 2018 Friends, the true issue is not really graphics, but the huge effort required to code all the game logic, unless it could be somehow ported from C64 by our porting wizards. It's the same story as with the Sam's Journey - a better game is feasible on our machines, but we have less manpower to spend ~10 man years building such a game. What I can see as doable is a (single) screen playable demo, same as with Prince of Persia (for which we do have neatly formatted source code and stuff). Full game - when we hit pensions (ha ha ha). 1 1 Quote Link to comment Share on other sites More sharing options...
ilmenit Posted December 10, 2018 Share Posted December 10, 2018 I agree with Pirx. As always people discuss mockups while this is the least important thing to have a full game. Guys, play Limbo if you didn't and think how you are going to address all the physics related puzzles that make the game. 1 Quote Link to comment Share on other sites More sharing options...
R0ger Posted December 10, 2018 Share Posted December 10, 2018 Well some people just love mock-ups. And sometimes they even come up with good idea usable elsewhere. Quote Link to comment Share on other sites More sharing options...
emkay Posted December 10, 2018 Share Posted December 10, 2018 I agree with Pirx. As always people discuss mockups while this is the least important thing to have a full game. Guys, play Limbo if you didn't and think how you are going to address all the physics related puzzles that make the game. Ofcourse the game looks rather "primitive" but there is a huge complexity during gameplay. That's why playing from a Cart is recommended at all. If someone gives the "hires" version a chance, the game could be build fully on the "black" level that is the game in design and function. The PMg in the background could run independent, just adding depth by some DLIs that never hit the scrolling of the playfield. The "physics" can be build with triggering... no floating point calculations needed there. Quote Link to comment Share on other sites More sharing options...
pixelmischief Posted December 10, 2018 Share Posted December 10, 2018 As always people discuss mockups while this is the least important thing to have a full game. Guys, play Limbo if you didn't and think how you are going to address all the physics related puzzles that make the game. I would have agreed with you completely...until I saw it done on a C64. What better proof-of-concept could there be than this? Quote Link to comment Share on other sites More sharing options...
R0ger Posted December 10, 2018 Share Posted December 10, 2018 Well the C64 version is just slightly more than the mockups here. Quote Link to comment Share on other sites More sharing options...
popmilo Posted December 11, 2018 Share Posted December 11, 2018 Well the C64 version is just slightly more than the mockups here. Well I would call it a full first level demo ? I like it, wish them lot's of luck in completing it. Doesn't have to be full 1:1 copy of original. Just add ten levels like first part. Choose best, most doable puzzles, levels and code that. Quote Link to comment Share on other sites More sharing options...
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