23 June 2007, 23:07 | #41 | ||||
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Even if you don't think they'd be that good I'd still appreciate them. I don't want to put you under any pressure as to wanting them arcade-quality or whatever, I want you to have as much freedom as possible. Thanks for digging this one up again, it's about time I wrote some code for this game again, this might just give me the incentive. |
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24 June 2007, 02:05 | #42 | |
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i still have it somewhere on the pc, i'll dig it out from the archive if needed. |
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24 June 2007, 10:36 | #43 |
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Cheers Marco, I should still have all the stuff you sent me but I'll let you know if I can't find it
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24 June 2007, 10:59 | #44 |
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Hmm, it seems like "should have the stuff" translates as "I don't have the stuff"...
Any chance you could find the document and e-mail it to me again please? Many thanks! |
24 June 2007, 15:51 | #45 |
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sent at your email
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24 June 2007, 16:04 | #46 |
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Cheers, I got it okay.
Give me a shout if you want a copy Rebel-CD32 |
24 June 2007, 16:57 | #47 |
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btw, Graham, if you eventually go past the colours and memory limitation, or allow me use a 4 colours on screen palette only, i would like to tackle some level...
huge objects on screen etc... also, i would like to do a black and white only shot em up, if somebody is interested... Last edited by Marcuz; 24 June 2007 at 17:02. |
24 June 2007, 17:06 | #48 | |
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24 June 2007, 18:22 | #49 | |
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24 June 2007, 18:30 | #50 |
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I wanna see a proper 256 colour shmup
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24 June 2007, 18:39 | #51 | |
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Oh, almost forgot this...
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24 June 2007, 18:49 | #52 |
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An noir shmup from the prohibition days :]
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25 June 2007, 02:10 | #53 |
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i was thinking of very few colours and objects on screen with a higher interaction and behaviour than the usual shmup.
why? the enemies or obstacles would be more active in pursuing or move on screen, with no patterns or a number of patterns that would simulate an AI. there would be need for more response-effect then, in the number of the "events" (collision, explosions, other), so that the player would have the feeling of having effectively acted on the gameplay, or on its pattern. this would call for suddden changes of the whole screen (for different reasons, the effects are similar in the game Astrosmash, on intellivision) and effects of movement on the numbers and weapon display (think of the point counters in the Pinball illusion/fantasies games) Add to this me wanting to use big objects on screen regularly, even more than half screen big, both colliding and not colliding. then it comes to mind a few colour pattern, 2,3 or 4 colours on screen at time, maybe even on scale (like white, grey, black, + transparent) they could change (and should) on other colour-scale during the came, with sudden flashes or touches of a single colour not on scale. i was thinking of a completely white background, with grey/black objects moving in, no details on the background at all. or maybe ok to the detail, so to have an easier feeling of movement... i would have to thinker on it a while, but i believe, not only it could work but it could be a very entertaining and original game at least it is in my head... |
25 June 2007, 06:18 | #54 |
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I'd say a complete white bkg would be an eye-killer, how about the negative of that? A completely black bkg (with black>gray stars/planets and other space objects, maybe?) with white objects?
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25 June 2007, 12:02 | #55 | |
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however, i've decided to do some mock up. i'll do them this week in the spare time and start a different thread not to hi-jack Annihilation' |
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26 June 2007, 02:05 | #56 |
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Thanks, guys. Graham, if you could send me that document again that'd be great. Do you want the graphics to look realistic, cartoony, colourful? I can try beng versatile, I don't have my own style yet, so if you want to pick a game whose graphics you like, I can try and draw up something similar using the design rules you give me.
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26 June 2007, 09:40 | #57 |
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I've sent you an e-mail with the file
It'll probably veer more towards realistic (not that you can have realistic aliens, but I think you know what I mean) rather than cartoony, given the bleak storyline to the game. As for being colourful... well, it is limited to only 16 colours (15 really, colour 0 is transparent) for the aliens, map tiles, bullets, power-up icons, and explosions. I admit this isn't a lot but that's the limitations of using a dual-playfield mode in AGA (the background is on a separate playfield so it has its own palette, also the player's ship uses its own palette) and besides, doing a 256-colour scrolling shoot-em-up in Blitz isn't a clever idea, I reckon. I don't think it would fit the game to be over-colourful though. I hope you can live with these limitations Oh, and Marco, would you still be interested in doing cut-scenes and things like that (i.e. between levels, intro etc.)? You'll get 256 colours to play with then. |
26 June 2007, 10:34 | #58 | |
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just send me the specs for what you need. i would like to do something along the lines of the in-between of hired guns. but if you want something more tv-cartoon it's ok too, let me know i need to know size, how many screens (the intros for the levels only or also game intro, outro etc) |
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26 June 2007, 17:36 | #59 |
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Thanks
Not sure about specs and stuff yet, if some level graphics get done then we can think about something that "ties in" with the game (i.e. a bit like the intro before each level of Project-X). But also I would like a "proper" intro and outro too, obviously that would be several screens but I'll have to write the storyline out properly at some point so I know how many screens that would take. |
30 June 2007, 20:05 | #60 |
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@Rebel-CD32:
Just wondering if you got my email the other day okay (the one with the design document attached) as I haven't heard from you since then, thanks! |
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