Heaven/TQA Posted September 20, 2004 Share Posted September 20, 2004 guys & girls i decided to implement a custom font (or at least few chars for 0-9 and game over) for my 4k game called trackball... which one should i choose? i just found this site... http://www.zone38.net/font/ btw at the moment the memory usage is planned as: - 2048 bytes for code - 1024 bytes for font(s) - 1024 bytes for level data & depacker hmmm.... seems there is no room for music... the 1st tech demo can be found here... sorry for crap gfx but this will be fixed later... http://www.atariage.com/forums/viewtopic.p...p=703108#703108 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 22, 2004 Author Share Posted September 22, 2004 no helping hands??? hmmm... no suggestions for the font??? hmmm.... come on... it will be hard to meet the deadline until sunday but i am hoping to get a running version until then at least to play around... Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted September 22, 2004 Share Posted September 22, 2004 Maybe you could post a screenshot of you current game. That way, it would be much easier to decide for a matching font for those who don't have the time to test your game on an emulator now. Quote Link to comment Share on other sites More sharing options...
gauntman Posted September 22, 2004 Share Posted September 22, 2004 Heaven, Notice that the 4k contest allows for larger the 4k foot-print in memory... so if you don't redefine the entire font set in the executable, you should have more room available. (Instead of the full 1024k for the fontbank, only store the portion you need); You *might* be able to squeeze in music and play routines into the extra space. I have only briefly examined the font site, but you might look at Font "nr 086" on the Graphical fonts site; This is a 16x16 font however, which will quickly eat space. Perhaps usable only for numbers; Also for an 8x8 font "nr 165" is nice. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 24, 2004 Author Share Posted September 24, 2004 thanks gauntman... will have a look but it seems nearly impossible to reach the deadline when working in real 09:00-09:00... but anyway... i made small progress... with this tech demo its more obvious how this game will work... you are controlling the jumping ball across the huge levels and you have to avoid to fall down... there will be some additional features included like enemies, power ups and other special fx like fog, night/day etc... of course including music soundtrack... and it will not be a 4k anymore... the tech demo has now bigger platforms and will scroll 1 complete level... you can see that in the source code and on the most right platform and left platform at top/bottom of each level. you will be able to controll the ball via joystick of course... and if you are really dedicated... then you could start to design levels with "ascii" the world best editor... trackball_v2.zip Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 24, 2004 Author Share Posted September 24, 2004 trackball will be looking more like a 800 64k game than 2600... it's just because of demo gfx included to see anything... avatar is from the game 4pac which i am still planning to finish... a 4 player pacman clone for 800... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 24, 2004 Author Share Posted September 24, 2004 http://www.mobygames.com/game/shots/gameId,10094/ ??? what does this have in common with trackball... maybe the platforms... i think better inspiration are these: http://www.c64.com/files/pics/small/b/bounder1.gif bounder and re-bounder... Quote Link to comment Share on other sites More sharing options...
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