Tezz Posted June 22, 2004 Share Posted June 22, 2004 Avram Excellent news about Bubble Bobble! So how about some work-in-progress screenshots.. Well, as requested in the 3D thread, here's some WIP screenshots on Bubble Bobble. It's a bit early in it's development but now that it's been mentioned, here's some shots for you all. What I want to achive is as close to the arcade version as possible (although with the C64 title music) The music is of course WIP too but let me know what you think of it so far. I'm determined to finish this project and not leave it half finished. Any help would be apreciated though !! bubble.zip 4 Quote Link to comment Share on other sites More sharing options...
www.atarimania.com Posted June 22, 2004 Share Posted June 22, 2004 Brilliant -- Atari Frog http://www.atarimania.com Quote Link to comment Share on other sites More sharing options...
bjk7382 Posted June 23, 2004 Share Posted June 23, 2004 I love this game. I just recently got the nes version and can't stop playing it. This version looks very promising, please keep us updated Quote Link to comment Share on other sites More sharing options...
SS Posted June 23, 2004 Share Posted June 23, 2004 SWEET! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2004 Share Posted June 23, 2004 cool! is it possible to get into the game??? i love the title music and i played the GBA version til death... Quote Link to comment Share on other sites More sharing options...
twh/f2 Posted June 23, 2004 Share Posted June 23, 2004 I'm determined to finish this project and not leave it half finished. Any help would be apreciated though !! Wow!!! Outstanding!!! I would kill for playing this on my 8bit !!! All the best for this amazing project!! Greetings from spain twh/f2 Quote Link to comment Share on other sites More sharing options...
Sheddy Posted June 23, 2004 Share Posted June 23, 2004 Nice! Is that level 1 screen shot a mockup or actual in-game? - very colourful! Quote Link to comment Share on other sites More sharing options...
Tezz Posted June 23, 2004 Author Share Posted June 23, 2004 Thanks for the words of encouragement everyone! I hope to get some early previews uploaded soon. I'm intending to get the title and game intro completed first and I'm going to redo the software sprite routine used for the many enemy sprites on each level. The main Bub and Bob sprites are made from a combination of character "software sprites" and Player overlays. the colours are commonly on each level so I should be able to keep the correct change of colour scheme on each level or perhaps at worst one colour register will be the same throughout but I can work with that nevertheless. I thought that this would be an ideal game to bring to the A8. It's certainly possible. The screen stays static during gameplay so a nice Dlist routine shouldn't prove too difficult. It's a popular with many people as well. I've certainly played it to it's conclusion in the past 102 levels!! It will be nice when the maps section of G2F is completed as this would make the level construction and character set handling much nicer to work out. I'm looking forward to this feature being completed. here's a quick gif anim of the game intro that I'm intending to work out at the moment. I don't remember the bubble effect being recreated in any of the other platforms conversion. I bet the demo coders will recognise the maths used here! Quote Link to comment Share on other sites More sharing options...
Tezz Posted June 23, 2004 Author Share Posted June 23, 2004 Sheddy Is that level 1 screen shot a mockup or actual in-game? - very colourful! The sprites and background tiles do exist in the game. If you notice, there are only really 5 PF colours used. and the Player overlays on BUB and BOB. I have recoloured the items to fit the scheme. The cake for instance used the pinks rather than the original arcade spongecake with it orange and creme look. The level colour schemes and the related enemies and items are currently being worked out so that the actual game logic is next. I've got a long way to go yet! I really didn't want to announce the project until I had a working preview to post or a least some of the early stuff as a running preview. Regards.. Quote Link to comment Share on other sites More sharing options...
emkay Posted June 23, 2004 Share Posted June 23, 2004 Are we really going to see a full playable Bubble Bobble on the A8? BTW: It's cool man Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2004 Share Posted June 23, 2004 as far as i can remember the GBA & C64 version do have the rotating bubbles fx... TMR, are you able to patch the c64 one so we could see the original c64 font instead of the bubble bobble charset? it would be cool to see how the engine is working ingame vise... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2004 Share Posted June 23, 2004 and the title track... i have heard millions of times on Atari ST... this is the bubble bobble title track or is it uses elsewhere as kind of "company jingle"? Quote Link to comment Share on other sites More sharing options...
Tezz Posted June 23, 2004 Author Share Posted June 23, 2004 emkay Are we really going to see a full playable Bubble Bobble on the A8? Hope so! I will keep on working on it Heaven/TQA TMR, are you able to patch the c64 one so we could see the original c64 font instead of the bubble bobble charset? it would be cool to see how the engine is working ingame vise... Cool, that would be great.. I have of course stripped some stuff from the C64 version (gfx wise) as well to look at but I will be trying to recreate the arcade graphics more closely as the C64 version has redrawn graphics which is a little different. and the title track... i have heard millions of times on Atari ST... this is the bubble bobble title track or is it uses elsewhere as kind of "company jingle"? Yes it's been around a lot. It's also a popular ringtone for phones!! Quote Link to comment Share on other sites More sharing options...
Sheddy Posted June 23, 2004 Share Posted June 23, 2004 Sheddy Is that level 1 screen shot a mockup or actual in-game? - very colourful! The sprites and background tiles do exist in the game. If you notice, there are only really 5 PF colours used. and the Player overlays on BUB and BOB. I have recoloured the items to fit the scheme. The cake for instance used the pinks rather than the original arcade spongecake with it orange and creme look. The level colour schemes and the related enemies and items are currently being worked out so that the actual game logic is next. I've got a long way to go yet! I really didn't want to announce the project until I had a working preview to post or a least some of the early stuff as a running preview. Regards.. Oh yeah, I see now! Looks very effective by using the players as overlays. Good Luck with everything! Quote Link to comment Share on other sites More sharing options...
Tezz Posted June 23, 2004 Author Share Posted June 23, 2004 sheddy Good Luck with everything! Cheers Chris Heaven/TQA as far as i can remember the GBA & C64 version do have the rotating bubbles fx... I'll have to check out the GBA version. How does it compare to the original gameplay ? I used to like the ST version. It was a very close conversion to the original as I remember. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2004 Share Posted June 23, 2004 GBA version... nearly perfect... best played via link cable... Quote Link to comment Share on other sites More sharing options...
Avram Posted June 23, 2004 Share Posted June 23, 2004 Looks excellent! Thanks for posting the images early. avram Quote Link to comment Share on other sites More sharing options...
StartTheBiddingLow Posted June 23, 2004 Share Posted June 23, 2004 Just beenplaying on the C64 version and it is awful because the game is so incredibly slow. Won't an Atari XL/XE suffer too? Quote Link to comment Share on other sites More sharing options...
Tezz Posted June 24, 2004 Author Share Posted June 24, 2004 StartTheBiddingLow Just been playing on the C64 version and it is awful because the game is so incredibly slow. Won't an Atari XL/XE suffer too? Well that depends on how well it is written. I thought that the C64 version was reasonable but not great. It doesn't look as though it was produced with much care and attention. There is no reason why the Atari version should slow or badly produced. There is a lot of active sprite activity in the game with the enemies, bubbles, bonuses etc. so a good and optimised software sprite routine is essential. The Atari has a slightly faster CPU than the C64 also. There shouldn't be the need for many cycle steeling routines just to make the title more visually appealing either. I'm confident that the XL/XE version will be fine. 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 24, 2004 Share Posted June 24, 2004 a pitfall might be the 512 definable chars vs. 128 definable chars... but i played to death the ST & c64 version as well...the c64 version wasn't "incredible" slow what i can remember... Quote Link to comment Share on other sites More sharing options...
Tezz Posted June 24, 2004 Author Share Posted June 24, 2004 Heaven/TQA a pitfall might be the 512 definable chars vs. 128 definable chars Yes, I've been thinking about the amount of level backdrop tiles and the 102 screen layouts. My coding is likley to be quite bulky and non optimised at first as I don't have the experience to keep the code nice and streamlined. The hi-res title screen will be taking up some of our valuable memory also. Maybe it will be a multiload as I will be making this for the XL in 64k. I will have to carefully pre-plan memory usage before delving in and getting caried away with the coding. Disk space shouldn't be a problem even with some nice intro, loading screen etc. added before the game. I'll use good old FlashPack 2.1 to keep that all down. If you have any advice or good ideas for the coding or with aproaches to take with any side of the project I'm always open to suggestions and would appreciate any help. How 4Pac doing? really looking forward to seeing that finshed. Did you ever finish your Time Pilot conversion? That was looking great. Regards, Tezz Quote Link to comment Share on other sites More sharing options...
TMR Posted June 24, 2004 Share Posted June 24, 2004 a pitfall might be the 512 definable chars vs. 128 definable chars... 256 on the C64... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 24, 2004 Share Posted June 24, 2004 really? i thought the font is 4k vs 1k... and i can remember on my VIC that you have upper & lower case... but you can't mix them? can you patch bubble so we can see how the screen is filled with chars? it's done like in the menace demos or is it like kind of highres simulation... Quote Link to comment Share on other sites More sharing options...
TMR Posted June 24, 2004 Share Posted June 24, 2004 really? i thought the font is 4k vs 1k... and i can remember on my VIC that you have upper & lower case... but you can't mix them? Not without splitting in the same way the Atari could (and i did with Reaxion) - after all, the screen is 1K and the highest char value is 255. can you patch bubble so we can see how the screen is filled with chars? it's done like in the menace demos or is it like kind of highres simulation... Don't need to patch it, that's the joys of having something like the Action Replay VI... =-) The screen is character based, bubbles and pick-ups are characters and Bub, Bob and the nasties are sprites. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 24, 2004 Share Posted June 24, 2004 my AR6 is broken... suddenly it does not work anymore... but we want to see the engine running... not just screenshot... if you tell me what the font VIC adress is i can search in vice and patch on my own... Quote Link to comment Share on other sites More sharing options...
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