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8-bit battles flying shark

Started by NewsBot, 17:00, 21 March 13

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8-bit battles flying shark
11 March 2013, 7:21 am



8-bit battles compares the game flying shark with versions from the amstrad,c64,nes and spectrum. ...YOU DECIDE WHAT VERSION IS THE BEST... Amstrad 0:08 C64 ...[/t][/t]
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MacDeath

I happened to find Flying shark surprisingly good on CPC.


Quite smooth, not too slow either.
Just a few better palette choices here and there could have helped a bit (the projectiles are not always easy to tell from the background).


And the actual game window is quite small too, which explain why it manages to be good (HUD are gigantic)


I think a good add-on of PLUS features could give great results (Sprites... perhaps a few raster effects here and there...


And sadly, still awaiting for a good vertical shotter with a sweet "vertical256pixels" display.

Devilmarkus

All 4 versions are crap.
None uses the capatibilities of it's system.
When you put your ear on a hot stove, you can smell how stupid you are ...

Amstrad CPC games in your webbrowser

JavaCPC Desktop Full Release

Gryzor

Can we await a mockup then, MacDeath? :)

Still I think it looks prettier than the c64, which actually looks like a boosted 2600...

The NES is funny, the bullets are bigger than the aircraft - I guess this solves the problem of not seeing them :D

Yes, I loved it too, very cute and nice, but so difficult!

MacDeath

#4
Sorry I'm too busy to mockup at the moment...


I gave a quick look at Winape's find graphics...
The background tiles are in pure mode1 so easy to find.
The sprites on the other hand may be in "1bpp + mask" (= 2bpp but not really like it is a true 2bpp) which may axplain the "monocolour" and why it is hard to find them.


Winape is a pain in the ass when you want to rip those "mode2" graphics.


Still... a funny "mode1" PLUS version :
=use Hardsprites for players sprites (obviously)
=But explosion are definitaly to use Hardsprites IMO (zooming magnify is good, and multiplexing or 25Hz fast display so those explosions could appear at multiple places.
=Enemies of course.


=not sure for the bullets, those could be too demanding...


The HUD wouldn't be no more on the sides... nor display useless logos (Taito? Firebird ? signatures? really?)
So the screen would total a 256x256... (of course, the actual playfield wouldn't be 256poixels vertically, as the score, bombs and lifes would be displayed there... perhaps with a few interruppted rasters so a bit more colours...


Some vertical enemies waves could use only one sprite vertically multiplexed.


Still, wouldn't it be actually more demanding?
=bigger scrolling surface.
=Hardsprites with lots of effects.
=Perhaps a few raster things for some levels parts...
=Also a few Soft sprites in real 2bpp.


This said... the original arcade game was vertical display... actually 240x320... which means a 3/4 ratio.
Provided we aim at a 256 vertical, to keep the exact ratio would mean a playfield of 192x256...


So :
=with a 256x256 we keep the sides HUD, don't bother for Rasters and we stay inside the 16K VRAM.
=we bust a nut and go for the 192x256 in mode0, so a 32K-24K overscanned heavyness, but the ratio wouldn't be good actually... 192x256 yet a 4/3 instead of a 3/4, I guess...


According to a few screenshots, the playfield for the CPC version is something like 144x184...
Even a 192x256 in mode1 is largely bigger indeed... would the CPC handle it?


Ok I go to bed.



Gryzor

Are you up yet? We want that mockup :D

Sykobee (Briggsy)

C'mon, mockup already!!!


But surely, with a 192x256 implementation we can use smooth vertical scrolling? We'd have to lose the HUDs.


Can we spare around four hard sprites for a floating score/1up indicator (two sprites per player)? Can the Plus show these in the border?
Alternatively make the top character row be a scoreboard (redrawn every frame) - still a lot less work than what is happening with the game right now. Make it pretty with rasters. Who needs a giant scoreboard, signatures and logos anyway!


I note that the arcade original had horizontal scrolling too, which could be used in a MODE 0 implementation to keep a certain amount of detail, for a 128x256 implementation.

MacDeath

You are true, the Arcade also have a side scrolling, à la Copter271...


Copter271 was a big failure due to such sidescrolling... really, no point. you have to handle one additional scrolling, and more level map than actually needed.


a "320x256" (160x256... mode0) with no side scrolling (purely vertical) would have been great IMO (as it is a cartridge game, less need for the RAM).


Concerning a "Flying shark" I guess the "256x256" would mean to get rid of  the side scrolling.
I always wondered if it's better to have a smaller screen with additional scrolling or a bigger screen with only one scrolling implemented/needed.

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