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#21 |
Registered User
Join Date: May 2021
Location: Euerbach/Germany
Posts: 76
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Good job, it looks very good.
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#22 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,906
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Looks great. I remember doing a bit of a Trojan on my Speccy (animated guy and scrolling background) but have never played it and worked from a screen shot in C+VG.
Really looking forward to this. |
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#23 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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I'm having a little trouble implementing fonts in the game. Assuming that more than one is needed, a standard one, a yellow one, another for the scores. The problem is that I get a space between one letter and another, and for highscore names they become too wide. I'm missing something in the process.
I took the default font as a reference, and replaced it with the one from the game, the characters are 8x8 px. |
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#24 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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#25 | |
CaptainM68K-SPS France
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Quote:
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#26 | |
CaptainM68K-SPS France
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Quote:
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#27 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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Thank you
but I had already grabbed the fonts from the mame, the problem is that even selecting "monospaced" they still result with the space once printed on the screen as elements in a panel. Which is strange, given that another font that says "ranking best 7" are displayed as they should without spaces, and are set the same as the other fonts. ![]() I correct myself: even the fonts of the writing "ranking" best 7" if set as an element on the panel result in a space between the characters... Last edited by skyzoo73; 22 December 2022 at 01:25. |
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#28 |
Registered User
Join Date: Jul 2005
Location: -
Posts: 1,708
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When I messed with Japanese fonts, some of them used 2 bytes for each English character. Maybe you are seeing a similar behavior?
Last edited by demoniac; 22 December 2022 at 19:36. |
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#29 | |
CaptainM68K-SPS France
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Quote:
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#30 | |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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Quote:
![]() Here's one of my examples - Last edited by Mixel; 22 December 2022 at 21:18. |
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#31 | |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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Quote:
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#32 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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#33 | |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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Quote:
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#34 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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No should be the latest experimental
![]() 2022.8 I just tried again to download the latest experimental, but it is still the 2022.8 one, I opened the project for a moment the fields in the fonts appeared, then they disappeared as before. Last edited by skyzoo73; 23 December 2022 at 00:59. |
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#35 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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#36 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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Small update: The project is moving forward, in small steps.
Title screen done -There is the demonstration ( the slasher throws a knife, then an orb, the player parries the knife and when he tries to parry the orb his sword and shield are taken away, he takes it back and parries again) - there is the "insert coin" screen - there is the "highscores" screen ( although it doesn't work yet) - the player moves, dies, jumps, attacks and parries with the shield. Hit by the slasher ball he loses shield and sword as in the game. pre_level1 working with related music level 1: the assets are all there, including sounds - parallax background - level 1 music - enemy slasher ( 90% working) - enemy smasher - enemy manhole archer ( 90% working) - enemy dynamite guy ( correctly throws dynamite stick and explodes) - enemy mid boss (mamushi) (spawns correctly, dies correctly, AI not yet implemented) - enemy lv1 finalboss (ironarm) spaw by breaking wall, not yet implemented, dies correctly, AI -not implemented ) pre_level2 working with music ( *in the future if I can, I would like to add the text of the points earned during the level just finished ) Level 2: assets are partial, no music for now - parallax backdrop - enemy archer ( the ones popping up on top of the rocks ) graphic assets complete, AI not implemeted - enemy mid boss ( armadillon ) partial assets ( rolling mode ) , to be finished - enemy lv2 final boss some graphic assets and nothing else Last edited by skyzoo73; 08 March 2023 at 20:30. |
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#37 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,863
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nice progress!
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#38 |
Registered User
Join Date: Dec 2017
Location: Sassari/Italy
Posts: 941
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great job!
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#39 |
Moderator
Join Date: Sep 2004
Location: France
Age: 51
Posts: 4,277
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great!
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#40 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 47
Posts: 1,117
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Just a question, but could be the visible area wider than in the original? Just to fill out better the available space on the screen...
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