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Old 16 May 2007, 00:45   #41
jotd
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Quote:
Originally Posted by amadeus
I was using GNU Java =)

Using Sun's Java 1.5.0_10 makes the game work perfectly =)

Btw. How did you get the graphics? Memory rip or disk rip?
Oh! Not perfect in terms of 24 bit palette I guess...

WinUAE rip for the intro picture, and I used rips done by I don't remember who (got to find the name of the guy) who used GfxRip on the memory to extract the tiles and posted the results on EAB. Many thanks to him!!!

I also used the maps from Hall of Light, but had to correct them because they were wrong in some parts and sometimes an entire room is missing (level 2 boss room is not in HOL map, it's on mine now )

Please note that I heavily reworked the gfx so it looks less pixelized and has brighter colors. Some ppl don't like it
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Old 16 May 2007, 01:41   #42
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Quote:
Originally Posted by jotd
Oh! Not perfect in terms of 24 bit palette I guess...

WinUAE rip for the intro picture, and I used rips done by I don't remember who (got to find the name of the guy) who used GfxRip on the memory to extract the tiles and posted the results on EAB. Many thanks to him!!!

I also used the maps from Hall of Light, but had to correct them because they were wrong in some parts and sometimes an entire room is missing (level 2 boss room is not in HOL map, it's on mine now )
So the graphics are from the Amiga version? Good choice, if you ask me =)

Itsn't it then a very big job to screenshot-rip the animated sprites?

Quote:
Please note that I heavily reworked the gfx so it looks less pixelized and has brighter colors. Some ppl don't like it
I think it would be worth to put on the todo list after 1.0 release =) I would probably use the option if it was there, but I don't think it would stop anyone from playing the game =)
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Old 16 May 2007, 09:53   #43
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The guy who ripped the sprites is MaVado. Big thanks to him

Check this thread http://eab.abime.net/showthread.php?...t=ripping+gods
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Old 18 May 2007, 14:39   #44
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Thumbs up

Strange coincidence - while looking through old games, I decided to give Gods (PC) a try with dosbox, and while it worked somehow, I wished it would be possible to let it run without much effort on modern systems and maybe make it look better.
And while searching for ressources on the game, Ive found your demo - which was pretty amazing.
And while searching information about this demo Ive found this thread !

Do you have any idea how the original maps were build and would it be possible to parse and use that information, instead of recreating the levels?
 
Old 18 May 2007, 17:29   #45
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Quote:
Originally Posted by tabilo

Do you have any idea how the original maps were build and would it be possible to parse and use that information, instead of recreating the levels?
The guy who gave the levels to HOL used tile information (located in memory while the game is running?) to recreate maps for sure, since items were missing, and there were problems in his process, and some tiles were mixed up.

But for all items (bonuses, ...) and initial monster locations, riddles, ... I suspect this would be harder, and sometimes made by bits of code (as I actually do too).

I think this would involve heavy resourcing of the game, I don't want to do that.

The way I'm doing is:

1) get the ripped graphics from Mavado and tag the tiles using a custom "palette" editor I have written in the first place
2) use the .png image from HOL as "import" in the custom level editor I have written. The tagged tiles are compared to the image and recognized in the image with RGB values.
3) Then, I play and watch movies of the game, and insert monsters, bonuses, money ... exactly where they are in the original game. I also correct mixed up tiles when there are some.
Tedious but works. So far, levels 1 and 2 are fully defined, and I have also written a small sample to test my editor in "creation from scratch" mode (see attached images)

(the final aim is to create completely new levels with existing graphics of each 4 levels)
Attached Thumbnails
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Old 18 May 2007, 18:29   #46
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Thanks jotd. Great work.
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Old 18 May 2007, 18:57   #47
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Sounds like a lot of work with the maps, but even now it looks very promising and Im sure youll get the rest done, if you already did so much.
 
Old 13 October 2010, 02:40   #48
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[quote=Legerdemain;313330]I'm impressed, I don't really know what else to say... though, some things I noticed:

2. At times a button pressed got stuck in the pressed state (the character refused to stop moving right until I pressed right again, and when doing so it stopped).


I remember this used to happen when I played the DOS version. Always to the right. Completely annoyed me at times. Now though it seems like part of the nostalgia of the game.
 
Old 13 October 2010, 12:48   #49
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are you playing the latest version? This is a newer thread about Gods Deluxe:

http://eab.abime.net/showthread.php?...ht=gods+deluxe

It is currently at version 0.8.
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Old 21 January 2016, 17:19   #50
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Quote:
Originally Posted by Muzkat View Post
And perhaps it's just me, but I can't remember Hercules' helmet having that slight purple tint. It always seemed navy blue to me.
Preview version of Gods have even different helmet:

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Old 22 January 2016, 22:26   #51
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