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Old 27 September 2022, 11:23   #41
Tigerskunk
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Quote:
Originally Posted by alain.treesong View Post

The two chars are in 7 colors. I downgrade all the chars frames and it works pretty well. For this little demo, only the "walk" frames are used.

Attachment 76669
But does this work with every enemy AND Ryu?
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Old 27 September 2022, 18:42   #42
saimon69
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Am Not the one doing the artwork but am thinking on how they did Shadow Fighter: there are at least 5 common colors and two that changes between players

So far this combination might work for, compared to Ryu palette:


Retsu [the base]


Birdie [no change,put red for mohawk crest]


Adon [no change, the line in pants make it light grey]


Eagle [change extra color - yellow for hair]


Joe [change extra color - light yellow for hair]


Reki [extra color - blue, shadows will need to be made with black]


Lee Chen [extra color - blue, shadows will need to be made with black]
is the suspected dad of Chun Li btw


Gen [extra color - blue/purplish, shadows will need to be made with black]


Mike [extra color - medium blue for pants]


Sagat [extra color - purple for pants]


Ken [extra color - yellow for the hair]


I have no dpaint handy but i can predict the colors we need:
-white
-black
-one skin color
two shades of grays (50%, 25%)
- red
- extra color for player 2

Shadows will need to be done with the grays and blacks
This mean final look might be a bit anime-y but should be decent
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Old 27 September 2022, 20:16   #43
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Am doing some recoloring test, is not exactly fast
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Old 27 September 2022, 22:27   #44
alain.treesong
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Quote:
Originally Posted by Tigerskunk View Post
But does this work with every enemy AND Ryu?
I am not a graphist so I use quickly Gimp and graphists will do better.

Click image for larger version

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In fact 5 colors are constant (upper right). Each char has one particular color.
In the example, the other chars use the red color of ryu. But it could be better.

The fact that colors are different from the background has one advantage : the color of the background are not coupled with the colors of the fighters.
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Old 28 September 2022, 00:39   #45
saimon69
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I did a test with a picture containing each character of Street Fighter 1 and took the last four hours reducing colors until i think i did reach a good level with 8.

The flashy green color will need to be changed for each level.

There is only one downside and is that if player 2 wins i have no palette for ken vs all the other competitors

Click image for larger version

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ID:	76692

[edit]
So, i went a bit above and beyond with the reduction, adding dithering where possible and it took four hours to do ten characters one pose each, so count that in average there are like 10/12 frames, therefore if the reduction is done artfully is like at least two weeks of continuous work. Probably a less accurate reduction might take less time.

Am NOT going to do this gig though, have no time: just testing waters

Last edited by saimon69; 28 September 2022 at 18:48.
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Old 28 September 2022, 00:40   #46
saimon69
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Quote:
Originally Posted by alain.treesong View Post
I am not a graphist so I use quickly Gimp and graphists will do better.

Attachment 76686


In fact 5 colors are constant (upper right). Each char has one particular color.
In the example, the other chars use the red color of ryu. But it could be better.

The fact that colors are different from the background has one advantage : the color of the background are not coupled with the colors of the fighters.
Great minds think alike!
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Old 28 September 2022, 11:52   #47
alain.treesong
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Quote:
Originally Posted by saimon69 View Post
Great minds think alike!
:-)

Ken can perhaps use a kind of yellow instead of red for the clothes?


Anyway, the dual playfield solution seems interesting.
The 16 colors solution is still possible of course.
Technically, independently of the graphic designer's work, the dual playfield version will be easier to program (the 50 fps performance is easier to obtain and the disk loading time is shorter)
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Old 28 September 2022, 18:26   #48
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I did use my background processing tonight and come with the idea that Ken for the two player option might use a sprite with only the base five colors (this means use the flesh color for the hair - might look less good but will make two players continue if Ken wins possible - maybe change a bit the skin tone too)
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Old 28 September 2022, 18:43   #49
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quick update

[ Show youtube player ]


Thanks to Mike from Bit Beam Cannon for this colour palette.

Last edited by msmalik681; 28 September 2022 at 19:06.
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Old 28 September 2022, 19:32   #50
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Looks very nice!
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Old 28 September 2022, 19:58   #51
alain.treesong
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I see fsuae 1200 in the video. So can it run smoothly on an expanded A500 (with 512Kb of fast) ?
Anyway, it's very nice

Edit :
So if the target is the 1200, you can use the AGA dual playfield mode 2x16:
- characters in 16 colors as you showed it
- the background in 16 real colors + all the usual copper tricks to increase colors and add some effects.

Last edited by alain.treesong; 28 September 2022 at 20:03.
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Old 28 September 2022, 20:02   #52
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I think it is looking very nice! For Scorpion I guess OCS gfx with A1200 RAM, CPU, Spec.
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Old 28 September 2022, 20:33   #53
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I only set a1200 as it loads fast to test i am still targetting the ocs a500.
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Old 28 September 2022, 23:22   #54
alain.treesong
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Quote:
Originally Posted by msmalik681 View Post
I only set a1200 as it loads fast to test i am still targetting the ocs a500.
Ok. I will be interested in the frame rate.
With a high level language like Amos, I think I can't have 50 fps with a 16 colors screen and 2 "big" bobs. I have to use the dual playfield as the front has not to be restored with the blitter so the display is quite fast.
If you reach 50 fps or almost 50 fps, it will be the proof of the high quality of the scorpion engine.

Moreover, you will perhaps have a memory problem (512K chip for an a500) . It depends on the number of frames of the chars you use. So your project is interesting :-)
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Old 28 September 2022, 23:41   #55
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Quote:
Originally Posted by msmalik681 View Post
quick update

[ Show youtube player ]


Thanks to Mike from Bit Beam Cannon for this colour palette.
Awesome Palette. great job !
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Old 28 September 2022, 23:56   #56
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I know people moan about Amiga sprites but on an A1200 in dual playfield and one of the players using sprites you could probably be arcade perfect?f

I'm guessing that 4 15 colour OC/ECS sprites wouldn't be enough - you'd only be 64 pixels wide? If it is you could have 16 colours for one player and background and 16 colours for the other player or even 8/8 colours in dual playfield mode and 16 for the other character sprite.
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Old 29 September 2022, 05:49   #57
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Unless I missed an update scorpion doesn’t do any dual playfield stuff(yet?)...

The guys are too big to both use ocs sprites simultaneously, but the player could maybe use them and have him tween at 50fps while the enemies run at 25.. That could be interesting, I wonder how obvious it’d be. I don’t think throwing around two bobs that size at 50fps is likely to work well on an A500 but there’s been so many optimisations lately I’d love to see how well it does.
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Old 29 September 2022, 07:43   #58
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Quote:
Originally Posted by msmalik681 View Post
Thanks to Mike from Bit Beam Cannon for this colour palette.
Now that looks like a Street Fighter 1 I would like to play
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Old 29 September 2022, 12:01   #59
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I am targeting 25 fps don't even know how to check the frame rate the game is running at ??

I am targeting a lower frame rate as I want to separate the characters into different actors to save on memory later.
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Old 29 September 2022, 21:17   #60
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How many FPS is Street Fighter 2 Scorpion tech demo?
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