Quirby's fantastical room of port mockups...and stuff

Advice on general approaches or feasibility and discussions about game design

Re: Quirby's fantastical room of port mockups...and stuff

Postby Quirby64 » Sun Feb 15, 2015 5:42 pm

Lookee here, reviving this thread once again! :lol:

Video Whizball
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I think I made this before the Marble Madness. This is old....anyways, in this Fairchild Channel F game, you shoot at the ball and try to score a point (Pong much?). However, you can stun (I think) the other player by hitting them with the ball.

Flying Toasters
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An After Dark screensaver. Could probably be done easily? :D

Unfinished Mr. Gimmick! Title Screen
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Must've forgotten to finish this. Oops. This is an amazing Famicom game, I'll just say that.

Pinball
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That's it. It's pinball. For Gamebuino. The two while balls in the bottom right are lives.

Circuit Rush
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This one's old, also. But hey, it's a racing game! Because I haven't made enough! It's basically a two player Super Sprint knockoff. :)
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Marcus » Sun Feb 15, 2015 6:30 pm

Yey for toasters!
I DEMAND Jonny Casteway ;-)
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Quirby64 » Tue Feb 24, 2015 3:17 am

So then...Johnny...Casts...away.
DUN DUN DUUUNNNNN
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Marcus » Wed Feb 25, 2015 11:25 pm

Awesome, this needs to be the official screen saver :-)
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Quirby64 » Wed Mar 11, 2015 3:01 am

Maybe our own Johnny Castaway-like screensaver? We shall name him Jerry Stowaway :lol:

Also, more Stick Fighter stuff.
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If I were to make a thread for the game as something the entire community would pitch in on (lack of fighting games), would people help? :?:

Still can't code very well :mrgreen: I need to learn how to make a maze game first at least if anything.
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Quirby64 » Wed Mar 25, 2015 2:57 am

Gonna go back to Pixello (Page 1) for a bit.

When Myndale mentioned about saving to the SD card, I began to look into that today. Online I found an article about code for .BMP files at http://paulbourke.net/dataformats/bmp/ .

It seems simple enough, probably easier because with the image data all we would need to do is 1s & 0s. But could the Gamebuino save a file like this on the fly? I'm guessing an algorithm (or whatever) like this may work.

Header : IDK. It doesn't seem to have any variables or whatnot.
Information (Taken from that article) :
unsigned int size; /* Header size in bytes */ - IDK.
int width,height; /* Width and height of image */ - Would use whatever data might be in a EEPROM or .c file with the PROGMEM and change the variables to the images x/y.
unsigned short int planes; /* Number of colour planes */ - 0. Probably.
unsigned short int bits; /* Bits per pixel */ - 1, because it's a 1-bit palette.
unsigned int compression; /* Compression type */ - 0 according to the article.
unsigned int imagesize; /* Image size in bytes */ - IDK.
int xresolution,yresolution; /* Pixels per meter */ - Probably would divide each pixel into so-and-so meters and multiply that by the x and y.
unsigned int ncolours; /* Number of colours */ - 1. Black and transparency.

unsigned int importantcolours; /* Important colours */
Image Data : Probably a bunch of 1s and 0s like I mentioned? I'm also a bit clueless on this also.
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Matrix828 » Wed Mar 25, 2015 9:15 pm

I was going to give Pixello a go; I've already started writing the menu bits :D
The only problem that I can't think of a solution to an image that is the size of the screen - how would I display this? I need some screen space for the interface but if the image is bigger than a certain size I need some way of positioning it.

Oh god I've explained that horribly.

The attachment should explain it better, the red box is the image; it cant fit on the screen perfectly, so how does the user navigate around it?

As far as saving goes, I'd probably write the equivalent PROGMEM array:
(for the example one in the attatchment)
Code: Select all
const byte PROGMEM logo[] = {
    6, 6,
    B01111100,
    B10000100,
    B10101100,
    B01101100,
    B10010100,
    B01111100
}


Just in a
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pixello.png
Mockup
pixello.png (1.07 KiB) Viewed 6542 times
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Quirby64 » Wed Mar 25, 2015 11:10 pm

Oh gad. Someone's making Pixello?
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I'll be glad to try and help :)

Anyways, if something were to be too big for the screen, I've set an image example :
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If an image is bigger than the space for working (59 x 31, if I recall right), It would call at if statment to add the scrollbar and enable a scrolling mode. Saying, if scrolling mode happened to be a variable.
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Re: Quirby's fantastical room of port mockups...and stuff

Postby erico » Wed Mar 25, 2015 11:20 pm

You might want to drive away from the standard image editor layout.
Maybe only use icons? Should be enough, no written description of tools, kind of redundant when icons are available.

You could use a button, like C, to call in/out the interface, but I still prefer something that would move away from mouse driven interface standards of the last 35 years.

Simple pixel tools, animation support and possibly tile map should be enough to make the tool a very great creative addition. ;)
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Re: Quirby's fantastical room of port mockups...and stuff

Postby Quirby64 » Fri Apr 10, 2015 2:58 am

Well, making more legible icons would waste more space...I say keep both to be fancy ;)
_______
Test Drive II : The Deul. Go against another racer in...a deul.
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And, Ideas for how an on-system music tracker would work.
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