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#61 |
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Join Date: Mar 2012
Location: UK
Posts: 1,905
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I think my issue is linked to dual playfield as it appears that colour 8 (or colour 0 of the dual playfield is always black because when I set it to another colour it just refuses to change!
But I think I have a solution. If you can do me a 8 colour background and but don't use colour 0, I and replace the crater colour with the darkest blue, I can then use the copper to change the blue to black at the correct point on the screen (have already tried this and it works). You will need to lower the moon slightly so as currently there is a bit of the blue on the left side and this creates a straight line that looks wrong. I hope this make sense? Thanks for your help with this - nearly there! (So much for just slotting it in - things are never that simple when programming the Miggy!) |
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#62 |
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Join Date: Mar 2012
Location: UK
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Ok - so a keep your Invaders2 background but changed the dark blue above the moon to colour 13 (I think) which was the white. The craters are made with colour 8 so come out black and then changed the colour 13 to white down the bottom of the screen to get the white line on the bottom right. Here is the finished result:
![]() This can be enhanced further by using the browns of the moon at other points on the background to reuse as other colours so for instance you can reinstate the white stars and white section on the space station. You could also add the black swirl coming off it and use another colour to add another shade of blue. We could basically recreate the 16 colour background using 8 colours! Time bed now! Last edited by Havie; 27 January 2021 at 01:17. |
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#63 | |
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Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,017
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That came up really nice. I have some urge to play it
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And btw, I was also always wondering is there a way to force aga ppaint not to deal with aga 0-255 values but ocs 0-15. |
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#64 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,673
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I would lower a bit the luminosity of the background to enhance readability of the front playfield but that is me
- actually i would even do some copperlist to have the blue increase a bit luminosity going down same as pretending there is the neon light behind the moon, however might simply not be worth the effort! -_- Last edited by saimon69; 27 January 2021 at 02:32. |
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#65 | |
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Location: UK
Posts: 1,905
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Quote:
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#66 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Quote:
So you don't need me to do anything now? The one thing I've noticed is that the game screen isn't centered (too far left), you can see with the score etc; this is why the barricades are not in the centre of the moon. Possible for you to fix that? Last edited by DamienD; 27 January 2021 at 11:12. |
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#67 |
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Join Date: Apr 2018
Location: UK
Posts: 495
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You know this would run fine in 32 colour mode if you use the white/green colour as collision detection.
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#68 |
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Join Date: Aug 2014
Location: Brindisi (Italy)
Age: 70
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Coloring even the enemies would not be bad, in the old game "Invazion" as well as being colored are also fast and animated
https://drive.google.com/file/d/1R9A...ew?usp=sharing |
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#69 | |
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Join Date: Mar 2012
Location: UK
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Quote:
![]() To be fair - it just started as a example of how to do it and was never intended to be a game! But I liked exploring the dual playfield stuff and never used RGB to change the RGB values of colours previously so more about learning. If I had gone with a straight 32 colour screen(had considered it) I would have had to use slower blit commands - probably not an issue as not blitting to much each frame but I was trying for maximum speed! |
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#70 | |
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Join Date: Mar 2012
Location: UK
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Quote:
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#71 | |
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Quote:
Off centre - maybe due to programming till 1pm in the morning! Should be fixable without too much trouble (but that's what I said about the background in the first place)... |
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#72 |
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Location: UK
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Just move the moon a little he said! Hundreds of off-centre variables later - my final beta release is here! All being well, this will work for everyone. Then I can do a readme and thank helpers and upload to my website!
Pretty happy with the background - very close to the 16 colour one using only 8 colours but creating extra colours down the screen using the copper i.e the white stars are actually the same colour index as the orange moon colour. Another first for one of my games. Also added the upside down Y and cheeky invader who nips in and corrects it! Anyway, please play and post any comments/issues. https://eab.abime.net/zone/Space%20Invaders.adf ![]() ![]() ![]() Last edited by Havie; 28 January 2021 at 01:18. Reason: Added images. |
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#73 |
Banned
Join Date: Aug 2005
Location: London / Sydney
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Awesome, well done Havie. Looks great!!!
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#74 |
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Location: UK
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Thanks - discovered a few bugs that I'll fix later but pleased with how it looks and thanks for all your help with the background.
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#75 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 342
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Gameplay - beta version:
[ Show youtube player ] |
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#76 |
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Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,017
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Oh you've added that invader stealing y
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#77 |
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Join Date: Feb 2020
Location: Germany
Posts: 196
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Nice one! I love "Space Invaders".
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#78 |
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Join Date: Mar 2012
Location: UK
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#79 |
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Join Date: Sep 2012
Location: Nantes - France
Posts: 138
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Hi There !
This project is quite interesting ! ![]() I'm sure you know there are two main versions of Space Invaders : Midway and Taito.Taito being the japanese original, Midway the US version. Damien D made a great work with the Midway background. I thought maybe I could made something with the Taito background (my favorite). ![]() I started working around the mame overlay file. I tried to make it "a little darker" to try to render the overlay effect. Then I tried to have a 32 colors 320x200 file and narrowed it a bit because it was not a regular 4:3 ratio. ![]() Please feel free to use my work or not. You can have it as an option (midway / taito) or just don't use it. The IFF file I made is an attachement of this post. Of course I'm no graphist it's just working around mame overlay. So I let you work around the copyright issues. ![]() And sorry with my hazardous english. French people have a bad english level reputation to defend. Last edited by Marskilla; 31 January 2021 at 12:13. |
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#80 |
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Join Date: Sep 2012
Location: Nantes - France
Posts: 138
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And here is one with 8 colors.
(8 colors are very few !) ![]() If I could use your palette with the mobs colors... Maybe I could produce something better. Anyway, please feel free to use it or not. |
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