adventures in game design

Advice on general approaches or feasibility and discussions about game design

Re: adventures in game design

Postby erico » Fri May 02, 2014 1:02 am

Lately, I was trying to figure out a game Karateka style for the coco II using pmode 1, a 32x16 block resolution where each CHR$ block can be split into 4 subpixels, able to single 8 colors into black background each block. So a more or less 64x32 resolution with attribute clash in black if you subpixel things without taking a bit of care.

While at that I thought why not give a go for the Gamebuino´s restrictions? Here we go.

Edit: Giving a second thought on the Gamebuino´s case, the players could be bigger... ;)
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Re: adventures in game design

Postby Drakker » Fri May 02, 2014 1:32 am

It depends on how high you want to make them jump. If you go for Street Fighter style high jumps, the size is just perfect. Great job!
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Re: adventures in game design

Postby erico » Fri May 02, 2014 1:49 am

Thanks.
I always thought to tell Jordan Mechner exactly that! :D :lol:
Now I feel old :(

Karatekas don´t jump, hence the reason for bigger sprites maybe.
Could look better and more precise on the Gamebuino´s small screen.



Don´t let the age fool you, it is a very complex fighter. ;)
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Re: adventures in game design

Postby Drakker » Fri May 02, 2014 10:25 am

It doesn't have to be the exact same game. ;)
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Re: adventures in game design

Postby erico » Fri May 02, 2014 1:28 pm

For sure.
I was trying to go for a half black background behind the players so to get by with the smaller sprites and that I would only have to fake scroll on the top part of the wall.

If they were to jump I guess the composition would have to be different and the players too.
It is really tough to fit visuals on the 84x48, but I like the challenge.

Doubt I would be able to code such a complex game in C right away...
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Re: adventures in game design

Postby Drakker » Fri May 02, 2014 2:57 pm

Don't forget that bigger sprites use more memory. If you use smaller sprites, you can have more frames of animations. So either smoother animations or more attack moves.
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Re: adventures in game design

Postby erico » Fri May 02, 2014 11:39 pm

possibly more frames would be cools, could also load a newer set of gfx when changing levels, I mean load from disk, as it seems to be possible.

The actual trick in that design is to get the lower part on ground with a black outline while having none on the upper part. It is a way to deal with the max 3 shades and have a more or less rich image.

I will add here the original COCO II mode 1 in CHR$ for comparison, though the mode 1 has a loooooot of visual restrictions. ;) I really like drawing with CHR$ sets.
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Re: adventures in game design

Postby adekto » Fri May 02, 2014 11:45 pm

loading images from sd would work although i haven't seen any code out here yet to show it off
the buinomon project will havely depends on sd file reads so i hope that works out
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Re: adventures in game design

Postby erico » Sat May 03, 2014 1:37 am

Yep and IF graphic adventures too.
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