mgr_inz_rafal Posted April 27, 2021 Share Posted April 27, 2021 Greetings! I'm currently working on a new, simple game for Atari. Engine-wise the game is already complete. Since I'm known for notoriously creating ugly graphics I was wondering if there is somebody willing to help in that matter What is to be done is a jump animation of two, sprite-based figures. I can share more details in the private message. 2 Quote Link to comment Share on other sites More sharing options...
mgr_inz_rafal Posted May 10, 2021 Author Share Posted May 10, 2021 OK, so... that's the first and last bump (just in case someone missed the initial message). Now, I feel it's high time for me to start learning how to do the drawing Quote Link to comment Share on other sites More sharing options...
rdefabri Posted August 16, 2022 Share Posted August 16, 2022 Saw the video of this on YouTube - it looks great! What's the status of it? 1 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted August 17, 2022 Share Posted August 17, 2022 Traded some messages with you on YouTube - also love to know how you did that background effect, very cool! Quote Link to comment Share on other sites More sharing options...
Avram Posted August 18, 2022 Share Posted August 18, 2022 Your character animation is great and has a lot of charm! Quote Link to comment Share on other sites More sharing options...
mgr_inz_rafal Posted August 18, 2022 Author Share Posted August 18, 2022 @Avram Thanks! Finally, there was no one to help so I had to sharpen my character animation skills As you can hear, I wasn't that successful with my music skills If anyone would like to contribute, I'm still open. @rdefabri As posted on YT - there's still one outstanding bug to be fixed. To be honest I already forgot about this game since my kids are already bored of it But anyway, I'll try to finish it and release during the coming weekend, as some heavy rains are predicted in the area. Background is a cheap trick. It's just a banch of frames pre-rendered using my "metaballs" tool (no cert, but secure: http://chabowski.eu/blobs) and loaded into the extram - that's why the game required 1MB of extended memory ¯\_(ツ)_/¯ 3 Quote Link to comment Share on other sites More sharing options...
mgr_inz_rafal Posted August 20, 2022 Author Share Posted August 20, 2022 (edited) That's the bugfix that took me ~3h to nail down: https://github.com/mgr-inz-rafal/skakatory/commit/d6a0eaccbf322408229d7b833b549dee615a6754 I hate software development Anyway, The release will be postponed a bit, since I was lucky enough to receive a cool music from one of the forum members. I requested some minimal change to the rmt file and now I'm awaiting answer. Some more time will be needed to wire up the rmt player and to add credits on the title screen. Stay tuned Edited August 20, 2022 by mgr_inz_rafal 3 Quote Link to comment Share on other sites More sharing options...
mgr_inz_rafal Posted August 31, 2022 Author Share Posted August 31, 2022 Hi Folks, The game is now finished, you can find the .xex file attached. Once again, please bear in mind that it requires 1MB of RAM. Big thanks to @pseudografx for coming up with the music. PS. As all my other games this one comes with a source code as well: https://github.com/mgr-inz-rafal/skakatory skakatory.xex 8 2 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted August 31, 2022 Share Posted August 31, 2022 47 minutes ago, mgr_inz_rafal said: Hi Folks, The game is now finished, you can find the .xex file attached. Once again, please bear in mind that it requires 1MB of RAM. Big thanks to @pseudografx for coming up with the music. PS. As all my other games this one comes with a source code as well: https://github.com/mgr-inz-rafal/skakatory skakatory.xex 810.6 kB · 2 downloads I had some issues running this on Altirra using a 130XE / 1M RAM as the profile. I'll keep playing with it and let you know if I can make it work. Quote Link to comment Share on other sites More sharing options...
kiwilove Posted August 31, 2022 Share Posted August 31, 2022 In answer to your original question... When you don't have someone available to look after the graphics designs - you can always make use of animations from sprite sheets. Just don't use a well known (trademark) character, or change that character so that it's not instantly recognisable. The more frames of animation you use for that particular motion the better it'll look. A lot of games don't make use of enough frames so that the action looks good or convincing. It's always good to see someone new taking the plunge and work on their own game. Harvey Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted September 1, 2022 Share Posted September 1, 2022 And errrmm, here is a packed version that has a size of 61kbytes instead of 811kbytes. Depacking takes 20 seconds or longer and the game still requires 1MB RAM. But now it fits on a 90k disk... skakatory_packed.xex Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted September 2, 2022 Share Posted September 2, 2022 (edited) @mgr_inz_rafal I wonder if at some stage rather than the background animation being a set of prerendered frames (which as you say take up a large amount of space), it could be coded in real-time? That way the game would have a vastly smaller footprint. You see demos with real-time lighting and bump mapping effects so I am sure it's entirely possible. Edited September 2, 2022 by Beeblebrox 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted September 2, 2022 Share Posted September 2, 2022 Just to add to yesterday's post, in this 2010 A8 demo endless dream I believe this effect is real time: 2 Quote Link to comment Share on other sites More sharing options...
mgr_inz_rafal Posted September 4, 2022 Author Share Posted September 4, 2022 (edited) On 8/31/2022 at 11:34 PM, rdefabri said: I had some issues running this on Altirra using a 130XE / 1M RAM as the profile Hmm, do you have updates on that? I played it in both Altirra and Atari800 as well as on real 800XL with Ultimate 1MB. On 9/2/2022 at 8:35 AM, Beeblebrox said: I wonder if at some stage rather than the background animation being a set of prerendered frames (which as you say take up a large amount of space), it could be coded in real-time? That way the game would have a vastly smaller footprint. You see demos with real-time lighting and bump mapping effects so I am sure it's entirely possible. Ok, so the most notable example I know of is the "Bumpong" game by Fox (https://github.com/pfusik/bumpong). I think that in my game it should be possible to not use the prerendered frames and use some smart calculations with a support from look-up tables, especially because the background animation is completly predictable. I won't be changing it, though, as I see it's too much effort for little to no benefit (that's a fancy way to say I'm "lazy") Also there's more than that. Initial idea was to have the animation frames being prepared by an graphics artist to make it more "cartoonish" and fully dedicated for children. For example, one of the ideas was that the characters jump over the rocks rolling at the bottom while there is some animation of clouds, meadows, birds, animals in the background. Other idea was to recreate the animation from Little Big Planet (which was actually an inspiration to this game) (scroll to 1:36) So I deliberately went cheap and prepared the engine to just switch animation frames and call it a day. In fact, this is how the "prototype" looked like - the background were just a straight lines but even at that point it already was 800kb worth of frames to be replaced with nice graphics The artist gave up at some point, so I had to come up with some graphics myself. Since my gfx skill are not up to scratch I decided to prerender the frames using the blobs algorithm I was working on at that time to sharpen my WASM skills And that's it, done and dusted. Sorry for a long story @CharlieChaplin Thanks for taking the effort to pack the file, cool stuff! Edited September 4, 2022 by mgr_inz_rafal 1 1 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted September 4, 2022 Share Posted September 4, 2022 6 hours ago, mgr_inz_rafal said: Hmm, do you have updates on that? I played it in both Altirra and Atari800 as well as on real 800XL with Ultimate 1MB. Let me try your set up - I don't think I was doing Ultimate 1MB. I do love the blobs and the animation, it's really cool and different. Quote Link to comment Share on other sites More sharing options...
ivop Posted September 4, 2022 Share Posted September 4, 2022 On 9/2/2022 at 11:47 PM, Beeblebrox said: Just to add to yesterday's post, in this 2010 A8 demo endless dream I believe this effect is real time: F#READY did this in real time, too: https://demozoo.org/productions/303175/ Metaballs for the win! 1 Quote Link to comment Share on other sites More sharing options...
ivop Posted September 4, 2022 Share Posted September 4, 2022 (edited) BTW this could not be done in real time within the game. Lots of times, it takes more than one frame (or even several frames) to draw the new image, which is unacceptable for this high paced game. Edited September 4, 2022 by ivop 2 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted September 22, 2022 Share Posted September 22, 2022 ZeroPage Homebrew is playing Skakatory on tomorrow's stream LIVE on Twitch, hope you can join us! Fri Sep 23, 2022 @ 12PM PT | 3PM ET | 7PM GMT WATCH LIVE: https://www.twitch.tv/zeropagehomebrew/WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: Dracula Story (2022 WIP | A8) by Jan Johnsen @Grevle Outrun (2022 WIP | A8) by Sal Esquivel @Kjmann Skakatory (A8) by Rafał Chabowski @mgr_inz_rafal (Code/Graphics), PG @pseudografx The Hangmad (WIP | A8) by Bocianu @bocianu (Code & Graphics) / Lisu @LiSU (Music) (WATCH at 1080P60 FOR BEST QUALITY) 3 1 Quote Link to comment Share on other sites More sharing options...
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