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#41 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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Quote:
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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#42 | ||
Registered User
Join Date: May 2007
Location: Denmark
Posts: 10
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Quote:
Itsn't it then a very big job to screenshot-rip the animated sprites? Quote:
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#43 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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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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#44 |
Posts: n/a
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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, I´ve found your demo - which was pretty amazing. And while searching information about this demo I´ve 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? |
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#45 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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Quote:
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) |
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#46 |
Zone Friend
Join Date: Apr 2005
Location: Cider is best In The West
Posts: 1,238
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Thanks jotd. Great work.
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#47 |
Posts: n/a
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Sounds like a lot of work with the maps, but even now it looks very promising and I´m sure you´ll get the rest done, if you already did so much.
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#48 |
Posts: n/a
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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. |
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#49 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,973
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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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#50 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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#51 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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