hizzy Posted August 12, 2019 Share Posted August 12, 2019 Could a level counter be included? Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 12, 2019 Author Share Posted August 12, 2019 3 hours ago, hizzy said: Could a level counter be included? Yes, I plan to do that. 2 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 15, 2019 Author Share Posted August 15, 2019 Here's a sneak preview of just some of the absolutely fantastic sprite animations that @NostAlgae37 has done for me. Aren't they great? This gives a whole new personality to the game, and I'm stoked that such small sprites can look so good. Top job NostAlgae37, thank you! sprite.mp4 9 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted August 15, 2019 Share Posted August 15, 2019 (edited) @NostAlgae37 and @Andrew Davie The little guy looks great! ROM Cart please.? Edited August 15, 2019 by sramirez2008 Strikethrough Quote Link to comment Share on other sites More sharing options...
NostAlgae37 Posted August 15, 2019 Share Posted August 15, 2019 8 minutes ago, Andrew Davie said: Here's a sneak preview of just some of the absolutely fantastic sprite animations that @NostAlgae37 has done for me. Aren't they great? This gives a whole new personality to the game, and I'm stoked that such small sprites can look so good. Top job NostAlgae37, thank you! Thanks, you are too kind. The truth is I enjoy working with smart and talented people, and contributing to something lasting that the public can enjoy. I felt compelled to step up to make certain that a game of such outstanding quality as this will realize its full potential. 2 Quote Link to comment Share on other sites More sharing options...
+D Train Posted August 15, 2019 Share Posted August 15, 2019 Is he wearing a mining helmet and a reflector? Quote Link to comment Share on other sites More sharing options...
NostAlgae37 Posted August 15, 2019 Share Posted August 15, 2019 3 minutes ago, D Train said: Is he wearing a mining helmet and a reflector? No, I'm afraid that's just a yellow ball cap with an upturned brim. Welcome to the world of low-res graphics made with double-wide pixels, they require you to stretch your imagination. Quote Link to comment Share on other sites More sharing options...
+D Train Posted August 15, 2019 Share Posted August 15, 2019 5 minutes ago, NostAlgae37 said: No, I'm afraid that's just a yellow ball cap with an upturned brim. Welcome to the world of low-res graphics made with double-wide pixels, they require you to stretch your imagination. I was imagining he was wearing a mining helmet with a reflector! Quote Link to comment Share on other sites More sharing options...
NostAlgae37 Posted August 15, 2019 Share Posted August 15, 2019 2 minutes ago, D Train said: I was imagining he was wearing a mining helmet with a reflector! That would be rather odd headgear for a fellow shoving crates to and fro in a warehouse. Quote Link to comment Share on other sites More sharing options...
+FujiSkunk Posted August 15, 2019 Share Posted August 15, 2019 Yes, but not for a miner moving boulders around while looking for... whoops. Pardon me! 1 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) anim2.mp4 anim2.mp4 Edited August 15, 2019 by Andrew Davie 6 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 15, 2019 Author Share Posted August 15, 2019 Well, I've implemented this pretty weird concept called "ethnicity". It's where the player comes in all races, colours, lifestyle choices, and sense of clothing style. In other words, the player can be any colour. The way the system works is that colours are translated on-the-fly - this is the only way I could reasonably see having so many animation frames be both independently coloured AND NTSC/PAL compatible. So, every frame the system looks up the colour conversions for the frame. And because it does this, it allows me to have selectable colour configurations at run-time. So in this binary I just cycle at each level between the 4 "ethnicities" that I have installed so far. They are not making any statements or assumptions about stereotypes. These are just colours that looked OK on a first pass. Eventually in the final game I hope to be able to let you choose which one you play with. This is the first released version with @NostAlgae37's animations/sprites. I have added a few minor frames here and there, but kept the basic look-and-feel of the originals. Of course the player won't be moving around like a hot potato in the final version - at the moment he's just showing off his full range of movements. ethnic.mp4 sokoboo_SOURCE_CODE_20190815.zip sokoboo_20190815.bin 5 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) Happy one-month Sokoboo development anniversary to me! Here's a little celebratory dance.. dance.mp4 Edited August 15, 2019 by Andrew Davie 3 Quote Link to comment Share on other sites More sharing options...
hizzy Posted August 15, 2019 Share Posted August 15, 2019 (edited) 1 hour ago, Andrew Davie said: Well, I've implemented this pretty weird concept called "ethnicity". It's where the player comes in all races, colours, lifestyle choices, and sense of clothing style. In other words, the player can be any colour. The way the system works is that colours are translated on-the-fly - this is the only way I could reasonably see having so many animation frames be both independently coloured AND NTSC/PAL compatible. So, every frame the system looks up the colour conversions for the frame. And because it does this, it allows me to have selectable colour configurations at run-time. So in this binary I just cycle at each level between the 4 "ethnicities" that I have installed so far. They are not making any statements or assumptions about stereotypes. These are just colours that looked OK on a first pass. Eventually in the final game I hope to be able to let you choose which one you play with. This is the first released version with @NostAlgae37's animations/sprites. I have added a few minor frames here and there, but kept the basic look-and-feel of the originals. Of course the player won't be moving around like a hot potato in the final version - at the moment he's just showing off his full range of movements. ethnic.mp4 633.57 kB · 1 download sokoboo_SOURCE_CODE_20190815.zip 370.6 kB · 2 downloads sokoboo_20190815.bin 32 kB · 2 downloads Can't wait to try this! Edited August 15, 2019 by hizzy 1 Quote Link to comment Share on other sites More sharing options...
AW127 Posted August 15, 2019 Share Posted August 15, 2019 Looks really great. Very nice fonts, this coloured "Sokoboo" font looks like it is from a C64 or Atari-800 demo. Really nice. Also the player-sprite looks good and has great animations. Looks like it will be a very good game in the final version. I am looking forward to this. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted August 15, 2019 Share Posted August 15, 2019 I'm liking the new version, and the character looks great! Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted August 15, 2019 Share Posted August 15, 2019 Very cool! The animation adds a lot of personality to the game. Also, this is the first version I've played with takeback, which is most welcomed! 1 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 16, 2019 Author Share Posted August 16, 2019 I added a screen to show what level you're about to play... this will do nicely... level.mp4 8 Quote Link to comment Share on other sites More sharing options...
Albert Posted August 16, 2019 Share Posted August 16, 2019 That is very cool! Quote Link to comment Share on other sites More sharing options...
hizzy Posted August 16, 2019 Share Posted August 16, 2019 It's amazing to see how quickly this has taken shape!! Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted August 16, 2019 Share Posted August 16, 2019 4 hours ago, hizzy said: It's amazing to see how quickly this has taken shape!! Hear! Hear! Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 18, 2019 Author Share Posted August 18, 2019 In a bit of a rough/slow patch at the moment. I've figured how the level/select is going to work. From absolutely anywhere at anytime in the game, you can hit the select key. Including from the title screen. This takes you straight to the level display/select screen - which is basically shown at the start of each level anyway. But it has two modes - 1) a simple level display, but 2) a level # selector. I've put a question-mark to the right of the level number, which is how I'm going to indicate that you need to change the level. Changing simply involves left/right/up/down, with left/right changing level number by +/-1 and up/down by +/-10. Then button to start. So in normal usage, you don't see the question mark. And as you go from level to level, the level number is shown in this screen. But if you hit select, as I said, at any time at all (including mid-game), then you get to the level select screen with the question-mark, and there you can edit/change the level to play the one you want. But, as I said, I'm having a bit of a rough patch, almost like I've forgotten how to program. So, just a quick preview of how it's looking... levels.mp4 2 Quote Link to comment Share on other sites More sharing options...
+FujiSkunk Posted August 18, 2019 Share Posted August 18, 2019 I bet Programmer's Block is a thing. Hopefully you can muscle through yours quickly! Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted August 22, 2019 Author Share Posted August 22, 2019 (edited) Here's another version. Remember, next level = Select, and restart level = Reset Use button press/release for "take back" Hold button and press direction to "look around" I've added the level screen display. I've also completely redone the colours - i realised that the Z26 palette did not show darks very well, so everything was darker than it should have been in the standard palette. Things should be nice and bright now. I wrote a quick macro that did colour conversions for me, so the colours should all be the same NTSC or PAL. Select NTSC/PAL with the right difficulty switch, and re-load the ROM There are 4 different colour schemes for the backgrounds, and separately 4 different colour schemes for the player. The sample videos show a PAL version and an NTSC version. I go through the first 5 levels. NTSC... ntsc.mp4 PAL... palx.mp4 Feedback welcome! sokoboo_20190822.bin Edited August 22, 2019 by Andrew Davie to deepen the mystery of what was there before 2 Quote Link to comment Share on other sites More sharing options...
hizzy Posted August 22, 2019 Share Posted August 22, 2019 Just curious: Why did the box shape change? Quote Link to comment Share on other sites More sharing options...
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