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...
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...
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.
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.
Attachments
KOKOTEKA FIX.png (3.49 KiB) Viewed 5632 times
Last edited by erico on Fri May 02, 2014 11:57 pm, edited 1 time in total.
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