Elia Spallanzani fdt Posted January 26, 2021 Share Posted January 26, 2021 stone wall, perhaps stone.rap 4 Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted January 27, 2021 Share Posted January 27, 2021 the frightening (!) killer robot rob.rap 4 Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted January 27, 2021 Share Posted January 27, 2021 cleric skeleton with dagger and magic shield scheleton.rap 2 Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted January 27, 2021 Share Posted January 27, 2021 treasure - equipment : golden, gem encrusted shield shield.rap Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted January 28, 2021 Share Posted January 28, 2021 the atrocious Ape Lich! apelich.rap 3 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted January 29, 2021 Author Share Posted January 29, 2021 (edited) On 1/28/2021 at 1:43 PM, Elia Spallanzani fdt said: the atrocious Ape Lich! apelich.rap 5.19 kB · 4 downloads Thank you for the drawings. It's fun be able to draw without color restrictions if you're used to draw for TI bitmap mode. But in reality on the TI many details will be lost. I really like the emerald. Edited January 29, 2021 by Asmusr Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted January 29, 2021 Share Posted January 29, 2021 wait, are you saying your game can't show these images? Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted January 29, 2021 Share Posted January 29, 2021 wait, are you saying your game can't show these images?The 9918/29 can't display more than one foreground color per 8 pixels horizontally Sent from my LM-V600 using Tapatalk Quote Link to comment Share on other sites More sharing options...
Asmusr Posted January 30, 2021 Author Share Posted January 30, 2021 9 hours ago, Elia Spallanzani fdt said: wait, are you saying your game can't show these images? No that's not what I'm saying. At close range you should see most of the pixels since the screen resolution of 128x64 is a good match for the texture resolution of 32x64. But when you move further away the quality deteriorates rapidly as I have tried to illustrate with these images. It's a bigger issue for the enemies, which you usually don't want very close to you, than for the walls. 1 Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted January 30, 2021 Share Posted January 30, 2021 (edited) Ok. if raphael also showed the result at a lower resolution, the creator of the icon could try to optimize. p.s. to limit the problem you could: - establish that monsters preferably move along walls; - prohibit the player from stepping back, or making the move slower. So monsters should appear more often at a short distance Edited January 30, 2021 by Elia Spallanzani fdt Quote Link to comment Share on other sites More sharing options...
Asmusr Posted January 30, 2021 Author Share Posted January 30, 2021 3 hours ago, Elia Spallanzani fdt said: Ok. if raphael also showed the result at a lower resolution, the creator of the icon could try to optimize. I'm not sure if a view that, for instance, dropped every second pixel would be that helpful. 4 hours ago, Elia Spallanzani fdt said: - establish that monsters preferably move along walls; I'm not sure how that would help? 4 hours ago, Elia Spallanzani fdt said: - prohibit the player from stepping back, or making the move slower. Don't you think that would be slightly annoying? And how would you approach the monsters in the first instance? I don't think this is an issue that needs a solution. It's just something to be aware of when you draw textures. 2 Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted January 30, 2021 Share Posted January 30, 2021 If the monster position is near to the door, when the player enter the room must rotate to see the monster, so the monster in that time can get nearer. For the stepping back, a man normally retreats slower than he advances. This could justify the limitation. P.s. please consider that i know little english. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted January 30, 2021 Author Share Posted January 30, 2021 2 hours ago, Elia Spallanzani fdt said: If the monster position is near to the door, when the player enter the room must rotate to see the monster, so the monster in that time can get nearer. For the stepping back, a man normally retreats slower than he advances. This could justify the limitation. P.s. please consider that i know little english. If we wanted to achieve that you only see monsters when they are close and big there are several ways to do that, but I don't think that's desirable. On the contrary, the scaling of the textures at different sizes is a major feature of this game engine that's quite unique on the TI. 3 Quote Link to comment Share on other sites More sharing options...
artrag Posted January 30, 2021 Share Posted January 30, 2021 (edited) Maybe using multiple images for different scales could help to render sprites with better aliasing. You could use 2 or 3 intermediate images and scale the actual size from the closest scale Edited January 30, 2021 by artrag Quote Link to comment Share on other sites More sharing options...
Asmusr Posted January 30, 2021 Author Share Posted January 30, 2021 1 hour ago, artrag said: Maybe using multiple images for different scales could help to render sprites with better aliasing. You could use 2 or 3 intermediate images and scale the actual size from the closest scale Yes maybe hand drawn images at lower resolutions would do better at keeping important details than the basic sampling algorithm I'm using, but it's not something I'm going to investigate because I'm quite happy with how it's working now. The thing to remember when you draw textures is that small details are fine as long as they are not important. If you draw something that people need to see it has to be quite big. 1 Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted February 1, 2021 Share Posted February 1, 2021 obj.rap 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 5, 2021 Author Share Posted February 5, 2021 (edited) On 2/1/2021 at 1:49 AM, Elia Spallanzani fdt said: obj.rap 4.63 kB · 2 downloads The first bottle holds a lot of potential. But you have moved away from 32x64 again. Edited February 5, 2021 by Asmusr 1 Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted February 5, 2021 Share Posted February 5, 2021 I reduced the image to a quarter to get an idea of what it would look like from a distance. I can redesign each object by doubling the size. I don't have a ti99 and can't open the files you attach. Quote Link to comment Share on other sites More sharing options...
RickyDean Posted February 5, 2021 Share Posted February 5, 2021 2 minutes ago, Elia Spallanzani fdt said: I reduced the image to a quarter to get an idea of what it would look like from a distance. I can redesign each object by doubling the size. I don't have a ti99 and can't open the files you attach. You should be able to go to js99er and open his files on his emulator, no hardware involved. Or use Classic99 or Mame to open them. 2 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 6, 2021 Author Share Posted February 6, 2021 The files I posted with my reply to Elia were not supposed to be there. Here's the latest version. texcaster.rpk texcaster8.bin 6 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 6, 2021 Author Share Posted February 6, 2021 Just played through it on a real machine. It's an absolutely playable demo with a few puzzles, and not too hard. A few glitches with the blood stains. The red potions give health and and green potions and the barrels give might (the ability to attack). You need to use the mouse or joystick to get and use the keys. I wish a had a TIPI so I could try the mouse interface, but it's supposed to work well. 3 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted February 6, 2021 Share Posted February 6, 2021 @Asmusr I played a bit with the game too and it is really playable and I really like. The result is Impressive, I just have to admit that textures sometime camouflage objects from my sight ? I would want to ask also if it could be possible to replace the dot used for the position with a directional arrow indicating always the right direction you are looking in the 3D view Something like this for example: I would find it very useful to orientate well in the map thinking to the 3D view what you think? Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted February 6, 2021 Share Posted February 6, 2021 Just played through it on a real machine. It's an absolutely playable demo with a few puzzles, and not too hard. A few glitches with the blood stains. The red potions give health and and green potions and the barrels give might (the ability to attack). You need to use the mouse or joystick to get and use the keys. I wish a had a TIPI so I could try the mouse interface, but it's supposed to work well.I have them in stock Sent from my LM-V600 using Tapatalk Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 7, 2021 Author Share Posted February 7, 2021 13 hours ago, ti99iuc said: @Asmusr I played a bit with the game too and it is really playable and I really like. The result is Impressive, I just have to admit that textures sometime camouflage objects from my sight ? I would want to ask also if it could be possible to replace the dot used for the position with a directional arrow indicating always the right direction you are looking in the 3D view Something like this for example: I would find it very useful to orientate well in the map thinking to the 3D view what you think? Yes that should be possible. 4 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted February 8, 2021 Author Share Posted February 8, 2021 On 2/6/2021 at 11:24 PM, ti99iuc said: @Asmusr I played a bit with the game too and it is really playable and I really like. The result is Impressive, I just have to admit that textures sometime camouflage objects from my sight ? I would want to ask also if it could be possible to replace the dot used for the position with a directional arrow indicating always the right direction you are looking in the 3D view Something like this for example: I would find it very useful to orientate well in the map thinking to the 3D view what you think? I hope this will help with the orientation. texcaster.rpk texcaster8.bin 2 2 Quote Link to comment Share on other sites More sharing options...
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