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Old 09 April 2015, 19:59   #181
nobody
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ok good i will upload there
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Old 10 April 2015, 07:12   #182
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Ok I've got the material, now I wait for tiles' map, and sprite size and position. Btw can you do you 1 bitplane bobs' mask?
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Old 10 April 2015, 09:30   #183
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Btw can you do you 1 bitplane bobs' mask?
uploaded
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Old 10 April 2015, 11:01   #184
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uploaded

I don't see enemies bob mask. When You've ready, I'm waiting for tiles'map that tell me how put tiles' on screen

Last edited by sandruzzo; 10 April 2015 at 11:12.
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Old 10 April 2015, 12:09   #185
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I don't see enemies bob mask. When You've ready, I'm waiting for tiles'map that tell me how put tiles' on screen
What tiles map you need? You have the tileset, make some map with a map editor and test.

About Bob mask maybe is some technical stuff that you must explain first?

Edit: I think you need no. 0 and no.16 colors black to have transparency right?

Last edited by nobody; 10 April 2015 at 12:34.
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Old 10 April 2015, 13:42   #186
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What tiles map you need? You have the tileset, make some map with a map editor and test.

About Bob mask maybe is some technical stuff that you must explain first?

Edit: I think you need no. 0 and no.16 colors black to have transparency right?
I need one bitplane mask were all enemies are just one color. Do you know any good map editor to do tiles'map? Can you help me?
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Old 10 April 2015, 14:39   #187
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i uploaded a new file with 1 bitplane. Check it out if it is what you want. I don't know a map editor for amiga, maybe someone else could suggest some program?
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Old 10 April 2015, 15:51   #188
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i uploaded a new file with 1 bitplane. Check it out if it is what you want. I don't know a map editor for amiga, maybe someone else could suggest some program?
About mask, we are close. As they are now, we'll we have hole were the enemy are black. All the enemies siluette should be white.

Thinks this, if one pixel is filled with color, that must be white on mask
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Old 10 April 2015, 19:20   #189
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Sorry for the off-topic and the noob question but why do your need the mask? I doing some coding and always want to learn.
I follow this interesting thread. Good work mates.
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Old 10 April 2015, 21:37   #190
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Thumbs up

Great to follow this project, keep it going guys !!
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Old 11 April 2015, 00:34   #191
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Despite the fact, that the original thread origin has meant to be an exercise in theory, i want to add:

Tools are provided by the coder(s),
Music by the musicians,
and so on. ;-)
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Old 11 April 2015, 06:43   #192
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Mates

Thanks for supporting use! We do what we can do!
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Old 11 April 2015, 10:40   #193
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Updated with white where sprites appear and black where is transparent.
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Old 11 April 2015, 10:48   #194
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Updated with white where sprites appear and black where is transparent.
Thanks Mate

Currently wornking on rygar sprite anims.

Mate Rygar will be made with sprites, so no Mask is required. I'm waiting for Rygars' anims frame
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Old 11 April 2015, 12:02   #195
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I'm waiting for Rygars' anims frame
there you are in the zone in 16 colors
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Old 11 April 2015, 14:08   #196
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there you are in the zone in 16 colors
Since rygar is a sprite, can you put all that frames into one file per one of them?
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Old 11 April 2015, 18:16   #197
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updated sprites and tiles as i have some sprite sheets now. Palette drop down due to sprites using about 128 colors. check the zone for rygar_baddies_tiles.zip

level 1 buddies:

level 1 tiles:


uploaded a zip with rygar sprite frames (rygar_frames.zip).

Last edited by nobody; 11 April 2015 at 18:42.
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Old 12 April 2015, 21:56   #198
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Hi,
i have updated my tile sheet a bit, but it is still in 64 colors (33 used without supporting cols). I keep it like that for less hassle while merging new stuff to it, like enemies and other bobs.
Some of the tiles are double, please notice.

There are more tiles for the tunnel/house and the inside with the candle as well.

Needs to go through nobodys conversion, of course.
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Old 13 April 2015, 07:25   #199
sandruzzo
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Hi,
i have updated my tile sheet a bit, but it is still in 64 colors (33 used without supporting cols). I keep it like that for less hassle while merging new stuff to it, like enemies and other bobs.
Some of the tiles are double, please notice.

There are more tiles for the tunnel/house and the inside with the candle as well.

Needs to go through nobodys conversion, of course.
Cylon, if you leave out lava colors and floor color wich will be palettized with copper you'll be fine
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Old 13 April 2015, 07:26   #200
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updated sprites and tiles as i have some sprite sheets now. Palette drop down due to sprites using about 128 colors. check the zone for rygar_baddies_tiles.zip

level 1 buddies:

level 1 tiles:


uploaded a zip with rygar sprite frames (rygar_frames.zip).
What a work!
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