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Anyone thirsty for some PoP?


salstadt

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I've created a fight demo.

 

There's no AI, damage and block. I'll not waste much time in a code will not used in the game.

 

Controller the Prince using left joystick and the Guardian using the right joystick.

The prince sprites are horrible, I'll re-draw those.

 

Here's the keys :

 

Press left or right to walk

Up to block (not working)

and fire button to sword attack. If you're close enough, the opponent will get an hit.

There are bugs but don't want to fix, I'm tired to code it in the last 3 hours.

PoPFightTest.bin

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I've created a fight demo.

 

There's no AI, damage and block. I'll not waste much time in a code will not used in the game.

 

Controller the Prince using left joystick and the Guardian using the right joystick.

The prince sprites are horrible, I'll re-draw those.

 

Here's the keys :

 

Press left or right to walk

Up to block (not working)

and fire button to sword attack. If you're close enough, the opponent will get an hit.

There are bugs but don't want to fix, I'm tired to code it in the last 3 hours.

 

Whoa!

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  • 2 weeks later...
Are there enough cycles to fit in the walls?

I think no. The falling bricks will be flikering player or missile.

The ball is used for display the gates.

 

New Anim demo : Torch and hourglass.

 

Wow, that is some exceptional animation for the 2600!

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And here is another demo, a good one :)

The animation of PoP intro storyboard.

Press reset to reset the anim at anytime or wait it ends.

The hourglass is missing, use your imagination :)

 

Wow, that is some exceptional animation for the 2600!

 

Tnx. I think you will like this new demo.

My code support up to 254 frames of animation, this demo not even uses the half of it.

And the best, requires only 1 byte of ram to track the animation for each character. :)

PoPstoryAnim.bin

Edited by LS_Dracon
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Tnx guys. :thumbsup:

 

EDIT :

 

I was thinking the best way to display the floor switch and the falling brick and came with this :

 

(click to animate)

 

post-10940-0-47086300-1313710577_thumb.gif

 

post-10940-0-54005100-1313710604_thumb.gif

With all this talk about the floor and switches in conjunction with the new animations makes me wonder if we may see an update to the demo of the first level again soon. :ponder:

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I was thinking the best way to display the floor switch and the falling brick and came with this

I like the switch very much. Regarding the falling brick, maybe just two and less thick parts would look better. Or a black row in between that could add some structure to it?

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I was thinking the best way to display the floor switch and the falling brick and came with this

I like the switch very much. Regarding the falling brick, maybe just two and less thick parts would look better. Or a black row in between that could add some structure to it?

 

The switch must to be visible, the falling bricks not (to hide passages in the ceiling). You know, landing from a jump they bonce.

I agree that looks strange a "clean" floor, but I don't know what to do.

I've tested black vertical lines (divisors) in the floor using 3 copies of p1 and strobe RESP1 many times, but it doesn't looks good. :(

 

...

 

I did two variations of the floor and the third is with multiple sprite trick to make the division. I'm free for suggestions.

post-10940-0-35993300-1314575787_thumb.jpg

 

EDIT: Hey I think I find a good way! post-10940-0-72157500-1314576288_thumb.jpg

Drawning the vertical lines only in the half part of the floor. Wich looks better, the lines in the upper half or in the bottom?

Edited by LS_Dracon
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Your contributions makes possible to think in a perfect animation port :)

 

I did a mockup testing the divisions in the floor, setting the P1 to 3 copies, it's required only 3 RESP1 during the scanline (yellow line) and there's time enough to update the PF1 in the second half screen (white line).

 

The unique animations that display in this area (floor area, light blue PF part) is falling and climbing, I think I can draw these animations (or the frames in this area) without missile, then we not even need to enable missile, leaving more cycles for the multiple sprite trick.

 

Also I've added a switch and the gap in the first floor, I think it looks good.

post-10940-0-26157300-1314634028_thumb.gif

Edited by LS_Dracon
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  • 1 month later...

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