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#21 |
Puttymoon inhabitant
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I am not sure about the limits of the hardware sprites, maybe it is suitable for the main character "as is" at the moment, but now we are pondering about inflating of the hero in about 1/3, which could look better at the game. He could be lets say 16x26 pixels. Still hw sprite friendly?
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#22 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,240
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Great stuff in progress, looking forward to follow this one !!
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#23 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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Hardware sprites can be any height but are always 16 pixels wide on OCS/ECS. To do wider objects, use more than one sprite. I don't know how Blitz Basic handles sprites. AMOS will join them together for you if they are too wide, you don't have to worry about it. But anyway that gives you a maximum total width of 64 pixels at 15 colours, or 128 pixels at 3 colours.
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#24 |
Puttymoon inhabitant
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okay, 16 is enough
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#25 | |||
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Quote:
We also use a 32 colour palette which I assume the sprite will take from the upper 16 colours of that rather than using its own. Quote:
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#26 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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If you have any docs about how to write Blitz Basic extensions I can take a look if there is any extra functionality you think you'd like, be it Protracker commands (I have the playroutines for this), compressed data loading/saving commands.
I've never actually used Blitz myself but I might have to try it. p.s. yes sprites use the upper 15 palette entries. 3 colour sprites use different subsets of the palette though. For your information: Sprites 0,1 use colours 17-19 Sprites 2,3 use colours 21-23 Sprites 3,4 use colours 25-27 Sprites 5,6 use colours 29-31 (colours 16,20,24,28 would be transparent but 20,24,28 are course used by 15 colour sprites) |
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#27 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Thanks for that offer. I'm afraid in terms of writing extra commands I have absolutely no info or knowledge on that I am afraid
![]() Thanks for the sprite info too. I suspected it worked along those lines but I haven't ever made extensive use of sprites so wasn't totally familiar. |
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#28 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
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Looks good so far. I'm curious as to what the book and diamond are for (the key is obvious... though no doors appear to be in there yet)
![]() Will there be a way to kill bad guys, or do we just avoid them? |
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#29 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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or maybe something like in Miracle Girls?
[ Show youtube player ]
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#30 | ||
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Quote:
![]() Quote:
Last edited by prowler; 29 September 2013 at 21:21. Reason: Fixed quote. |
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#31 |
Puttymoon inhabitant
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It is just an alpha demo of the engine, not a real demo level yet. So it probably doesn't make sense at the moment, but we will try to invent something for the proper demo
![]() I think we will add few destroyable enemies, too. But you will need some special items that you will have to use on correct places etc. Anyway, we now try to increase the main sprite size for 20 percent. I have drawn it and Graham is just implementing the graphics to the game. I hope it will look better. Last edited by Predseda; 29 September 2013 at 20:35. |
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#32 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Second WIP available.
Changes: - New bigger sprite added - Delay added between exiting inventory and game resuming to help prevent accidental jumping - Inertia massively reduced - Bug spotted by Ze Emulatron fixed - if you are in the air when changing screens you can now go straight back without having to land first I don't intend to do any more of these... next time I upload something it will hopefully be a 'proper' demo you can properly play ![]() |
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#33 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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If you are searching for music for this game someone made tiny but excellent tunes here:
http://amp.dascene.net/detail.php?de...ules&view=8491 Try a little bear_1b, a little bear_1c, a little bear_1e, a little bear_1f2, bigstrum, chargement, chateau. |
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#34 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Thanks but I'll be getting music created specifically for the game at some point
![]() On another note, if anyone out there wants to follow us on Facebook you can find us here. I don't post that frequently but anything interesting or new usually goes there first so might be worth liking us for when we do post. |
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#35 |
Puttymoon inhabitant
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Also animation of the main sprite was adjusted a bit since last WIP.
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#36 |
Registered User
Join Date: Oct 2011
Location: UK
Age: 47
Posts: 304
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I think the only time I really got into Dizzy was on the C64, I'm sure I didn't finish it - probably a bit too cerebral for me! If I could suggest anything, perhaps I found in those games the item/ progression was a little random at times; a bit far removed, but probably my favourite Dizzy game is Monkey Island, mentioned purely because it has a similar item/story based approach to gameplay although the implementation is quite different - but I found that a lot more logical for the most part. I guess part of the Dizzy appeal is the quirkiness though.
As a demonstration of the engine this wip is very good. The control of the character is responsive and the functions are working well. It's also very nippy! The main character is appealing and I much prefer a mouse with shades and a rucksack to an egg bouncing around the place. It's got the buzz of exploration going on already with just a few screens, platforms just in/out of reach, and the beginnings of the wtf do I do now factor. Good luck with this and look forward to the progress. The guys at remainder have a good handle on what you should be doing in Blitz! |
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#37 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Thanks for the comments!
I think one of the most important things is making sure the puzzles are reasonably logical whilst not being a pushover to solve, so there is a balance to find and I think this is the hardest bit - making sure the levels as a whole are balanced correctly so it will doubtless require lots of fine-tuning and playtesting. The majority of the actual engine code is now in place and functioning as it should be (one or two minor issues to tidy up aside; mostly cosmetic though) so apart from maybe a couple of extra small bits to go in it's getting to the point where we can concentrate on making the levels as good as they can be. Although our demo level will probably be ever-so-slightly easier as a 'real' demonstration of what the game will be about, but that will no doubt end up being tweaked and changed a million times before it goes out! I was quite keen to get the character moving fairly quickly as one of the things I didn't like about Dizzy was how slow and plodding it could be when you need to move back and forth between a number of screens, especially when you know exactly what you have to do. And one of the things I am keen to replicate is that buzz of exploration which you mention - I used to love just wandering around seeing what the screens look like and any bits that were tantalisingly out of reach just made me more determined to find a way through - who knows what's over that big gap, or through that locked door...? You can use your imagination when playing... and when designing too ![]() |
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#38 |
Puttymoon inhabitant
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I think we will need a lot of special design blocks, Graham. Just to make each screen unique. Wells, fountains, statues, strange bushes... just to let player recall: "Where did I see that? Aaah, it was in the screen with a hive!" Nothing is more boring in platform game than screens that are almost the same, only with different tiles layout.
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#39 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Yes, I think we will need quite a number. I don't think we need different ones for every screen though but as long as we have enough to mix it up a bit. Obviously there will be certain scenes that having different blocks is essential (i.e. if you're in a house or a shop). I do agree it would look a bit boring if we didn't have any, or very few.
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#40 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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Perhaps you could let the player pick up an item that'll let him recall to a specific point on the map to save some time later on in the game to prevent the "What I have to trudge back though half the map yet again!?" Better still, let the player set the recall point of said magic item.
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