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Old 30 June 2022, 03:58   #61
ImmortalA1000
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Quote:
Originally Posted by saimon69 View Post
I asked him to get in touch with Magnus to extract arcade assets so to have a better conversion, however i feel Magnus want to complete the engine first
It's better to get the coding right and change the graphics later I think.
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Old 09 July 2022, 14:54   #62
nitrofurano
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when using sprites for rhat plane rotation when moving to left or right, please use at least 5 sprites, as 3 are not enough - just analyse arcade games like scramble formation, vulgus, flying shark, etc. - use a counter for that - when you are not moving left or right, the counter is 0 or going to 0 (mentioning 0 as reference), when going left it is decrementing, and going to right incrementing - the plane sprite number is related to the countrer, not changing when you go to left or right - http://webmsx.org/?ROM=http://nitrof...eformation.rom -
http://webmsx.org/?ROM=http://nitrof...Shark_msx1.rom - http://webmsx.org/?ROM=http://nitrof.../roms/cmjn.rom - https://notabug.org/nitrofurano/bori.../cmjn/cmjn.bas

Last edited by nitrofurano; 09 July 2022 at 15:12.
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Old 09 July 2022, 14:57   #63
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Originally Posted by ImmortalA1000 View Post
It's better to get the coding right and change the graphics later I think.
i think it is better to work on both simultaneously, working on code having better graphics is totally different
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Old 09 July 2022, 18:18   #64
Rob68K
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Originally Posted by nitrofurano View Post
i think it is better to work on both simultaneously, working on code having better graphics is totally different
Everyone's different.

Some coders ( like myself ) are more motivated when there's good content to work with.

Some are just motivated enough.
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Old 09 July 2022, 21:16   #65
saimon69
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Quote:
Originally Posted by nitrofurano View Post
when using sprites for rhat plane rotation when moving to left or right, please use at least 5 sprites, as 3 are not enough - just analyse arcade games like scramble formation, vulgus, flying shark, etc. - use a counter for that - when you are not moving left or right, the counter is 0 or going to 0 (mentioning 0 as reference), when going left it is decrementing, and going to right incrementing - the plane sprite number is related to the countrer, not changing when you go to left or right -
Is using bobs, not sprites for the main plane
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Old 11 July 2022, 09:35   #66
Rob68K
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Originally Posted by saimon69 View Post
Is using bobs, not sprites for the main plane
I presume he's using the term generically.

And referring to the number of frames in the rolling animation rather than the size of the object.
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Old 14 July 2022, 17:51   #67
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A level 2 teaser with the level 2 soundtrack too!

[ Show youtube player ]

(forgot to fix the highscore tune on the other levels that is why sounds bad)

Last edited by saimon69; 14 July 2022 at 18:06.
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Old 14 July 2022, 18:00   #68
saimon69
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Originally Posted by Rob68K View Post
I presume he's using the term generically.

And referring to the number of frames in the rolling animation rather than the size of the object.
Was looking at the sprite sheets for the arcade in case we don't find anyone to convert assets, and i see five positions as you said; i know Magnus is actually still using assets from the old port but he might change things once we reach the point to insert the converted arcade assets so let's keep this on hold.
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Old 14 August 2022, 20:44   #69
saimon69
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Magnus might just have entered history as the first to code a trainer for its own game!
(as far as i know)
It also doubles as sound test

[ Show youtube player ]
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Old 15 August 2022, 04:24   #70
Adropac2
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Originally Posted by saimon69 View Post
A level 2 teaser with the level 2 soundtrack too!

[ Show youtube player ]

(forgot to fix the highscore tune on the other levels that is why sounds bad)
cracking job on your music port of these. I love the arcade originals and these use the material very well
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Old 15 August 2022, 08:13   #71
saimon69
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cracking job on your music port of these. I love the arcade originals and these use the material very well
Thanks! Adaptation to three channels turned out good, but some of those need a bit of rework to improve even further
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Old 15 August 2022, 17:32   #72
Adropac2
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Thanks! Adaptation to three channels turned out good, but some of those need a bit of rework to improve even further
excellent, it's in good hands
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Old 01 October 2022, 09:33   #73
saimon69
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Demo 1.6 is available, this time with stage 2 on the youtube page below
[ Show youtube player ]
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Old 03 October 2022, 02:28   #74
ImmortalA1000
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Originally Posted by nitrofurano View Post
i think it is better to work on both simultaneously, working on code having better graphics is totally different
Ideally yes but as all the best 8bit games from the C64 scene proved a thousand times it's not essential. Apart from an increase in bitplanes for the chipset DMA, extra frames of animation to be added or adding extra copperlists it makes no difference if the code is finished first as long as there is a place holder for it.
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Old 03 October 2022, 13:55   #75
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Flying Shark is brilliant. This would be an awesome release.
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Old 08 October 2022, 16:39   #76
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Nice work
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