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Old 13 December 2022, 18:08   #21
Evillord68
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Good job, it looks very good.
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Old 13 December 2022, 20:08   #22
Havie
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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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Old 22 December 2022, 00:54   #23
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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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Old 22 December 2022, 01:00   #24
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Click image for larger version

Name:	font.png
Views:	182
Size:	39.1 KB
ID:	77481


Click image for larger version

Name:	highscoretable.png
Views:	193
Size:	16.2 KB
ID:	77482
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Old 22 December 2022, 01:01   #25
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Quote:
Originally Posted by skyzoo73 View Post
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.
I have the 8x8 letters font. Please show me the screen and palette, and i send those to you
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Old 22 December 2022, 01:04   #26
dlfrsilver
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Quote:
Originally Posted by skyzoo73 View Post
there you go : https://we.tl/t-rplCyoXjtA
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Old 22 December 2022, 01:19   #27
skyzoo73
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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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Old 22 December 2022, 04:04   #28
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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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Old 22 December 2022, 14:44   #29
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Quote:
Originally Posted by skyzoo73 View Post
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...
Ask to Eric Hogan a hint on that. It's like it operates on 16x16 instead of 8x8 pixels.
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Old 22 December 2022, 20:51   #30
Mixel
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Quote:
Originally Posted by skyzoo73 View Post
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...
I think you may get it to work by manually setting the space width and line height for the fonts?

Here's one of my examples -Click image for larger version

Name:	Screenshot 2022-12-22 201731.jpg
Views:	150
Size:	117.3 KB
ID:	77496

Last edited by Mixel; 22 December 2022 at 21:18.
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Old 22 December 2022, 22:36   #31
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Quote:
Originally Posted by Mixel View Post
I think you may get it to work by manually setting the space width and line height for the fonts?

Here's one of my examples -Attachment 77496
I'll try to do this again, even if I feel like I've already tried it...
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Old 23 December 2022, 00:32   #32
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Click image for larger version

Name:	missing.png
Views:	155
Size:	33.5 KB
ID:	77497

Houston we have a problem !

Space Width & Line Height are missing
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Old 23 December 2022, 00:47   #33
Mixel
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Quote:
Originally Posted by skyzoo73 View Post
Attachment 77497

Houston we have a problem !

Space Width & Line Height are missing
Haha whaaaat? It was in the earlier screenshot you posted, that's really odd. Do you have multiple copies of scorpion installed or something? (it'd have to be a pretty old one for that to have disappeared though I think, I'm totally clutching at straws!)
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Old 23 December 2022, 00:49   #34
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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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Old 24 December 2022, 11:59   #35
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Fixed the fonts bug, made some progress on the highscore table...


Click image for larger version

Name:	high.jpg
Views:	126
Size:	80.9 KB
ID:	77520
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Old 08 March 2023, 20:06   #36
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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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Old 08 March 2023, 20:15   #37
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nice progress!
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Old 08 March 2023, 20:57   #38
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great job!
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Old 09 March 2023, 12:07   #39
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great!
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Old 10 March 2023, 08:12   #40
Reynolds
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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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