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#861 | |||
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Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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Quote:
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I had no idea it supports IFFs, that's really nice! Quote:
![]() Last edited by Mixel; 01 June 2021 at 01:45. |
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#862 | |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,024
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#863 | |
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Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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Quote:
Irfanview supports IFF (more of a viewer than an editor though) and on the Mac side so does GraphicConvertor.. In terms of dedicated modern pixel art apps that support IFF I’m only aware of Grafx2, there’s an alpha plugin for Pro Motion to use IFFs though. A lot of the time I think it makes sense to spin up WinUAE, PPaint (and dpaint) have better pallete management when you’re dealing with stuff like OCS EHB. The fact Scorpion doesn’t use iffs at the user level is one of its best features IMO. That would be a huge pain in a butt. PNGs are so much easier to work with in a modern setting. I’m also really glad it doesn’t force you to use sprite sheets. ![]() |
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#864 |
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Join Date: Jul 2018
Location: Scotland
Posts: 849
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Absolutely this. There is a really neat feature on PPaint that lets you reduce colours based on the image you have loaded. I'm sure other paint/art packages can do this but I cannot for the life of me find this feature in photoshop. I use PPpaint for all Amiga gfx design, its awesome, if only for that feature alone!
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#865 | |
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Join Date: Nov 2014
Location: Netherlands
Posts: 260
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Quote:
![]() No, for what I'm trying to make, I think using blocks is better than events or any other workaround. I only use blocks for tiles that should be interactive of course. |
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#866 | |
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Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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#867 |
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Join Date: Jul 2018
Location: Scotland
Posts: 849
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Well after getting the basics off the ground I thought I would make an attempt at getting some gfx up and running properly.
After some faffing about I have actually drawn up quite a blank in terms of how the palette works on scorpion. Noramlly, in the past, I have worked with 16 on OCS. On this ocassion I wanted a few more colours and can probably just about squeeze what I need into 32 colours, though would be pefect with 64. Sadly for me, whilst I can have the actors/sprites run on 8 or 16 colours no problem, for whatever unfathomable reason, I lose a small bunch of colour on the map tiles, therefore they do not display correctly. Tiled itself is displaying it fine, after compiling though, a few colours go missing. I tried using the exact same palette for sprites and map (32 colour). I have also tried a 16 colour map and 16 colour sprite palette. Closest I got was 16 colour actors on 1 palette and a 32 colour map off another palette. Im happy to go 64 ehb AGA but research didnt lead me to much info that I could follow ![]() I suspose my only question is, how are palettes handled by the Amiga, specifically in scorpion. After a number of hours of expirementing I'm simply too stupid to work this out! I did see earok's great palette hack thread but I really still cant grasp it! |
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#868 |
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Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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I'm not quite sure what the issue is but - things to consider:
- If you're using sprite parallax at all, you need to sacrifice colors 0, 29, 30 and 31 since the sprite parallax uses the last two hardware sprites specifically (if you attempt to use those colors for something else, you could get some weirdness) - Anything flagged as "auto sprite" or "only sprite" in the animation editor will normally only use colors 17-31. - Make sure, on the main project tab, you've got the number of bitplanes you want. (Also make sure that the colors you want are present on that palette) - EHB is pretty unwieldly mainly because colors 32-63 are fixed as half the brightness of colors 0-31, you can't just set anything you want to the lower 32 colors (Mixel and Czorny have managed it, god knows how!) |
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#869 |
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Join Date: Jul 2018
Location: Scotland
Posts: 849
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Thanks earok, hope you are having/had a nice holiday!
Yea, i have re-read back my issue and can barely make sense of it myself haha! Specifically I should ask, does the actor/sprite and the map tile palette have to be the same and exact or can they be somehow independent. Should this be 32 colour only with the caveats you specified above? Once certain of this can look at workarounds. Appreciate your advice though and shall take all these considerations on board and keep bashing away at it. |
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#870 | |
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Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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Quote:
The longer answer is, if you're especially careful, you can set an override palette per level. But this doesn't change the palette order for objects. As an example, if you have color #1 as red on your main palette, and color #1 as green on your level override palette, whatever was red before is now green. If you're extremely careful you could do things like have day/night scenes, or have characters wearing a different color uniform to normal, but this is very difficult to manage. |
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#871 |
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Join Date: Jul 2018
Location: Scotland
Posts: 849
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Perfectly answers the query, thanks for that.
The override palette will also be especially useful, once I figured the basics out of course. |
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#872 | |
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Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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![]() I set my EHB palette as the default in Aseprite, so it’s really easy to remap everything to the correct places. Those last 3 (+3 in EHB) colours are an absolute goldmine for weird effects, I love them! Here’s my palette, I’m not sure if it’s organised the absolute optimal way, but slot 0 and 32 = no go zone, any attempt at using pure black will result in transparency in my set up.. Pink box = my sprite colours.. Which overlaps slightly with green, the glitch cols. in interiors where theres no background parallax I can use the weird colours freely, so I made sure to pick the ones I need least. I’m not sure how much, if any is useful to non EHB games, those last 3 half-bright glitch colours are so damn fun to mess with though. Makes me wish there was a 32colour HB mode that halves the first 16 to make the second 16. |
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#873 |
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Join Date: Nov 2014
Location: Netherlands
Posts: 260
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I don't know if this has been reported before but when I set up an element under panels and then change the variable or the numberfont again, I get a long error code and the element becomes unusable.
And my current project now crashes on A500. Memory problem. It says it can't load data/1.img. It still works on A1200. |
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#874 | |
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Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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Quote:
Re: memory, check the size of your snd files, music files etc to work out why it's no longer fitting in memory. Sometimes it's something as simple as a large music file, or a large 8svx that can put memory over what you expect. It might also depend on the size, number and bitplane depth of your animation frames. |
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#875 | |
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Join Date: Nov 2014
Location: Netherlands
Posts: 260
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#876 |
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Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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Had a look at Lemming's project, very cool indeed
![]() - Reduce the HZ of all samples from 22KHZ down to 11KHZ in Audacity, this shaved off about 80KB of chipram usage. - Configured that specific 48x48 animation as an "Only Sprite". On 16 color mode, sprites use exactly half the memory of bobs (since sprites are unmasked, but masks on bobs are the same size as bobs due to the use of interleaved graphics for performance reasons). It happens that 48x wide is exactly how large a sprite can be under parallax settings (without parallax, 64 wide is possible). --- Did a couple of minor check ins to the main project repository, there were some bugs in Amigo and Super Go Down the Hole that I've fixed. |
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#877 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
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Cheers earok!
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#878 |
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Join Date: Sep 2009
Location: Syd
Posts: 184
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A top down racer, also from KAIZEN35
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#879 |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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I've figured out a couple of things over the last two days fixing bugs that might be relevent to other scorpion users?
If you're getting nasty glitch flashing at certain heights/locations on your map - it's caused by the parallax backgrounds - I fixed that by editing all the values in the CSV to be even numbers (other than the first line which is line 1, not 0), but it might not have been the evenness that fixed it, it's hard for me to know exactly which number/s it objected to - so .. just tinker with the numbers until it stops? Haha. Ramps are absolutely wild.. Actors set to "bounce" on them don't in the same way they do on solids/platforms, but they do.. a bit? eg something I have set to bounce on a solid surface will bounce once on a "flat ramp" surface then settle flat. This is potentially useful for some things (i use it to make part of a scripted cutscene behave how I like) You want to "unload panel" inside the option code in menus, or the fade in/out behaviour sometimes goes weird. Absolutely loving working on it at the moment. |
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#880 |
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Join Date: Apr 2021
Location: FRANCE
Posts: 93
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@Mixel, thank you for this information.
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