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General Category => Games => Topic started by: Tolkin on 12:55, 01 June 09

Title: A Tribute to the Sister WIP-Demo
Post by: Tolkin on 12:55, 01 June 09
Hy Forum,
last Weekend we held the CPC-Klassentreffen in Germany.
At this Meeting i present the Work in Progress Demo of the Remake of Giana Sisters called: A tribute to the Sisters...
Back in the Days i was angry about the bad Beta of the Giana Sisters on CPC. So as TFM an i talked about a game i wanted to remake a Giana Sisters which should be a remake of the C64 and Amiga Version. The main thing was to get the playablility of the C64 and the GFX near the Amiga.
TFM an i talked about the specs: FullScreen with Overscan and Scrolling; big sprites; Colorfull; good Tunes and a perfect playability.
So we have not much time, because of the rest of our lives, o it takes a bit. But step for step we getting forward.
Now its time to show the progress of the first period.
The Code was made by TFM, the sound comes from Kangaroo Musique an i (Tolkin) painted the GFX.

Hope you will like it.

There a a few recommandations for running this WIP-Demo:
min. 128KB of RAM (up to 4MB can be used, more loading at the beginning, less loading in the game)
Future OS installed in the ROM-Box (RRB; SF2; Romcard or whatever)
CPC-Old gen compatible.
a Drive with 80 tracks and Parados XDDOS or Vortex Format supported (720KB)

or Emulator compatible (Winape) but some things a smoother on real CPC.

Start Future OS with |OS, then klick on "B" (or the Drive which is 80Trk and 720KB), after that klick on "Dir", then mark the "-RunMe"-File in the List and at last klick on "Run"
In the Titel "A tribute to the Sister" Press the "1" Button to start at first level

Much fun
Tolkin
Title: Re: A Tribute to the Sister WIP-Demo
Post by: ukmarkh on 17:04, 01 June 09
'Devilmarkus' Can you maybe get this to run from JavaCPC???
Title: Re: A Tribute to the Sister WIP-Demo
Post by: MiguelSky on 10:33, 02 June 09
Quote from: ukmarkh on 17:04, 01 June 09
'Devilmarkus' Can you maybe get this to run from JavaCPC???

ukmarkh, it's working in JavaCPC !!! :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ygdrazil on 17:55, 02 June 09
Great, Is there a link to A tribute to the sisters WIP-Demo on the JavaCPC site?

/Ygdrazil

Quote from: MiguelSky on 10:33, 02 June 09

ukmarkh, it's working in JavaCPC !!! :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Devilmarkus on 00:21, 07 June 09
Quote from: Ygdrazil on 17:55, 02 June 09
Great, Is there a link to A tribute to the sisters WIP-Demo on the JavaCPC site?

/Ygdrazil

This will follow... Just having some trouble acessing my FTP. Sorry, guys.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Devilmarkus on 01:20, 07 June 09
You can try it here:
Link (http://cpc-live.com/javacpc.php?system=FutureOS&disc=giana.dsz&doubled=true&bilinear=true&scanlines=true&title=Giana%20Sisters%20Preview&boot=%7Cos)

I'm sorry that I can't combine snapshot with disk... FutureOS cannot continue reading from disk, when snapshot loaded (sad thing)

you will have to start the game manually:
- select A (upper left corner)
- click on DIR
- select file RUN-ME
- click on RUN
- Plug and Pray  ;D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ygdrazil on 09:57, 07 June 09
I have tried it now.. It's really nice. Especially the scrolling is impressive - very smooth and in overscan. This must be a first on the CPC!?!?

Looking forward to the full version

/Ygdrazil

PS. Could this be a reason to run FutureOS?

Quote from: CPC-Live on 01:20, 07 June 09
You can try it here:
Link (http://cpc-live.com/javacpc.php?system=FutureOS&disc=giana.dsz&doubled=true&bilinear=true&scanlines=true&title=Giana%20Sisters%20Preview&boot=%7Cos)

I'm sorry that I can't combine snapshot with disk... FutureOS cannot continue reading from disk, when snapshot loaded (sad thing)

you will have to start the game manually:
- select A (upper left corner)
- click on DIR
- select file RUN-ME
- click on RUN
- Plug and Pray  ;D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: mr_lou on 11:44, 07 June 09
You say "CPC-Old gen compatible".

Does that mean there'll be a version with 4-5 DSK files that'll run on a CPC6128? (or even CPC464?).
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Tolkin on 21:15, 07 June 09
Hy, Old-Gen Compatiblity means, that no CPC+Features are used. (No Hardware Sprites, and no + Hardware Scrolling). A few guys thougt that a CPC plus is a requirement for the game. So i only want to point out that it runs on a normal 6128. The "only" Hardware you need is a ROM-Box (or sth.) with the FutureOS Roms in it.
I have not tried it on a CPC 464 with + 64KB of RAM.
This WIP Version only runs from 720KB Disk, but it will work from a 180KB Disk in the Final-Verion too. Then you will have to "turn" the Disk every 6 Levels or so... No need for getting everything on only on Disk...
If you have more Ram the Game will use it for loading more levels in one go. Under Future OS it takes only a few Seconds.
Hope you enjoy the Preview.
Tolkin
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Devilmarkus on 17:57, 08 June 09
Working on keyboard recording function in JavaCPC...

You can automatically run Giana Sisters preview here:
Link (http://cpc-live.com/javacpc.php?system=FutureOS&disc=giana.dsz&doubled=true&bilinear=true&scanlines=true&title=Giana%20Sisters%20Preview&keys=giana.szk)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:47, 09 June 09
Quote from: Ygdrazil on 09:57, 07 June 09PS. Could this be a reason to run FutureOS?

Right, this is one reason :-) Other reasons for using FutureOS are memory-management, usability of intrrupt mode 2 and the zero page with RSTs.
Tolkin always asks me to create an Amsdos version, but this would need a lot of the FutureOS routines, so a 128 KB machine wouldn't have enough RAM. In the end we decided to use FutureOS, but 128 KB RAM are enough. However, an RAM expansion is pure gold in Gianas case.

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 19:02, 13 June 09
I loaded it a few days back, it looks really sweet!!! The only thing I'd ask to change are the gfx - I think it should have more 'advanced' sprites, since these look fine for '85 perhaps, but a bit simplistic by later standards. Maybe some shading/antialiasing or something...?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:56, 14 June 09
Quote from: Gryzor on 19:02, 13 June 09
I loaded it a few days back, it looks really sweet!!! The only thing I'd ask to change are the gfx - I think it should have more 'advanced' sprites, since these look fine for '85 perhaps, but a bit simplistic by later standards. Maybe some shading/antialiasing or something...?

These things can be done with a CPC Plus version, that is planned. But the plus version will be created after the version for the good old normal CPC.

You can do a lot of tricks with software on the old CPC, but the hardware defines some limitations. Shading is hard to do with 16 Pens and 27 colors. Antialiasing can best be done by using a real CPC monitor, that contains a kind of antialiasing due to its construction.

However it may help us a lot if you can kindly provide some links or examples of 'advanced' sprites and 'later standards'. With your help we may can make it better.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Tolkin on 17:25, 15 June 09
Hy, personally i like big clear sprites. I dont like a bunch of colors which shows a sprite like in the mist.
I said that a orginall hardware is better, cause the Monitor makes the Antialiasing "out of the box" ;) CPC-Games in Emus looks awful most of the Time.
The GFX is only little enhanced to preserve the orginal giana feeling.
Gianas walk have 8 Phases which is enough i think. You see it on the "Rockabilly-Hairs" when waving around.
Can you give me an example of an advanced sprite (Robocop2 is the only one i can remember, but it is a Plus Sprite) i cant remeber many good sprites back in the days. (Maybe the X-Contra Sprite from FaceHugger, which is perfect). i want to understand what you mean, so can you show me some?
Thanks for your help.
Bye
Tolkin
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 17:45, 15 June 09
Quote from: TFM/FS on 22:56, 14 June 09

These things can be done with a CPC Plus version, that is planned. But the plus version will be created after the version for the good old normal CPC.

You can do a lot of tricks with software on the old CPC, but the hardware defines some limitations. Shading is hard to do with 16 Pens and 27 colors. Antialiasing can best be done by using a real CPC monitor, that contains a kind of antialiasing due to its construction.

However it may help us a lot if you can kindly provide some links or examples of 'advanced' sprites and 'later standards'. With your help we may can make it better.


I think there was "shading" even with the normal CPC palette, even though it may not have been actual shading/antialiasing but only clever use of palette and tiles. The sprite you have here, in any case, looks a bit squashed. Compare it to, say, Rainbow Islands...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Tolkin on 18:22, 15 June 09
Hy, i hold the both sprites of Giana and Bub on the CPC on 2 Screens beside, i dont get it what you mean.
Bub is still blocky too, Giana have a few "Antialiasing" Pixels in her hairs, bub have only hard blocked sides of his hairs... Do you mean the flapper hands when Bub goes down?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 18:24, 15 June 09
No - you're right, technically, and what I said wasn't exactly true always, maybe I should have said about the general styling... because Bub is certainly lovable and oh-so-cute, whereas Giana is a bit like a pixel explosion :D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Tolkin on 19:04, 15 June 09
Hy, oh yes with this aspect you are right.
Bub is still more Japanese-"Hello-Kitty" Style. (Or Malibu Barbie) And Giana is more Europe Style. But thats what Giana is ;)
We want to make a Giana Clone, so we orientated on the Orginal C64 GFX. I hope the new CPC-GFX is much better.

I am orientated on the new "Gianas-Return" too, which is still very nice. (The new DS Giana Sisters 2 is much to Java-Games style with all the aquarell-colours, which doesnt fit to the Orginal CPC-Colour Palette)

The main intention was to make a good CPC-Version, cause the Orginal CPC-Version, which was only a beta, was awful ugly and totally s##%#Grrr##.

But i think of a nude Version (like on TombRaider back in the Days ;) for the Otaku-CPC-Guys
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 23:23, 17 June 09
Quote from: Gryzor on 17:45, 15 June 09
I think there was "shading" even with the normal CPC palette, even though it may not have been actual shading/antialiasing but only clever use of palette and tiles. The sprite you have here, in any case, looks a bit squashed. Compare it to, say, Rainbow Islands...


Hmmm, in Rainbow Islands I see no shading, may you can help with anohter example???

However, "A Tribute to the Sisters" is supposed to be a 2D game, may I don't get you right?

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 09:06, 18 June 09
I wasn't talking about RI, but is the term shading used only in 3D games? If so then my mistake, disregard it.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Carnivius on 11:34, 18 June 09
Quote from: Gryzor on 09:06, 18 June 09
I wasn't talking about RI, but is the term shading used only in 3D games?

Nope.

And I agree, the main sprite (based on the images in the first post) is definitely twice the width it should be.  It looks like it was originally designed for regular pixel width like in Mode 1 but appears stretched in Mode 0's wider pixels.  Just needs to be redrawn and take the wider resolution into account when working out the sprite proportions.

Not sure if what I said makes any sense.  I'm too tired.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 11:50, 18 June 09
Quote from: Carnivac on 11:34, 18 June 09
Nope.

And I agree, the main sprite (based on the images in the first post) is definitely twice the width it should be.  It looks like it was originally designed for regular pixel width like in Mode 1 but appears stretched in Mode 0's wider pixels.  Just needs to be redrawn and take the wider resolution into account when working out the sprite proportions.


Yes - exactly what I'd say if I grasped it! But of course you're the pixel artist :)

Btw, the relevant page has been reinstituted on the wiki now that we have a release...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:15, 18 June 09
Quote from: Carnivac on 11:34, 18 June 09
Nope.

And I agree, the main sprite (based on the images in the first post) is definitely twice the width it should be.  It looks like it was originally designed for regular pixel width like in Mode 1 but appears stretched in Mode 0's wider pixels.  Just needs to be redrawn and take the wider resolution into account when working out the sprite proportions.

Not sure if what I said makes any sense.  I'm too tired.

Well, I didn't paint the Graphics of "A Tribute to the Sisters...", because I'm not able to create that beautiful graphics. And I also don't know anybody who is able to do better graphics on CPC today than Tolkin. This may be my personal oppinion, but if somebody thinks he can make it better, just do it :-)

However I know very good that Tokin did all the Graphics from scratch. If he wants to use a graphic in Mode 0 - then he paints it in Mode 0.

Further, the Giana Sprite is 24 Pixel high, but only 16 pixel wide. Take a look at a real CPC, then you will see...

Have a good day,
TFM / FutureSoft

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Carnivius on 18:47, 18 June 09
Take a look at this.  Maybe it'll help explain.

(http://carnivac.co.uk/temp/gia.png)

First sprite was grabbed from the Tribute.  Second is the Amiga version's sprite and third is the Tribute one halved in width to show you it's the same proportions as the Amiga version but only after reducing the width 50%.  Basically the Tribute sprite is trying to be the same proportions as the Amiga one there but because Mode 0 on the CPC has double width pixel size it's making the sprite appear stretched (the first sprite).  In Mode 0 you have to compromise some details from a regular sized pixel resolution sprite to get it the same overal proportions.  You can't just copy the same size from a normal size pixel resolution and expect the sprite to appear the same width as the original.

edit: Added the C64 sprite to show how despite the wide pixels same as CPC's Mode 0 they've got the sprite to be the correct proportions.  They've 'cheated' a little bit on the eye by using of them mixed resolution sprites the C64 seemed able to do.  Hardware sprites is it?  I dunno.  But overall it shows what I mean I think.

edit again:  Added two color versions of the C64 sprite edited by me with CPC colors and slightly changed details to be a bit more readable and 'cute' just to see if the base C64 sprite could work ok on the CPC.  Also added some shading in places for a bit more depth (though I can already see one area I messed it up on a bit and I didn't take into account the blue of the sky).  The first color scheme is using the midrange value of 127 which is what I use, and Caprice uses.  WinApe uses 125 which is close enough to not be noticable.  Arnold and the Java CPC use 96 which is much darker and is what the second version of my edit uses just so you can see the difference. 

Hope this at least helps explain how the Giana sprite could be improved and correctly proportioned and just look somewhat better on the CPC.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:48, 18 June 09
Thanks a lot. You did a bunch of work to explain what you mean. The comparison is quite intersting! Now I think some things are clear(er than before), also the idea with giving Giana a 3D like shape in a 2D game is of particular interest.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 20:43, 18 June 09
Great job, Carnivac... I hope it gets used because indeed, the fact that the original sprite is 24x16 doesn't mean much, as the result show.

Oh, btw, the Amiga version sucks! :D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:28, 21 June 09
Quote from: Gryzor on 20:43, 18 June 09
Great job, Carnivac... I hope it gets used because indeed, the fact that the original sprite is 24x16 doesn't mean much, as the result show.

Oh, btw, the Amiga version sucks! :D

Tolkin and me appreciate any help. Your impressive ideas will for sure be used.

Bye the way, if the used sprite is 24x16 is just means that the hight is about 1.5 fold the width.

Have a wonderful Sunday,
TFM / FS

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Tolkin on 16:44, 22 June 09
Hy, my intention was to do the sprites 16x24 pixel. But if someone wants to do better, come on, TFM will be very happy, maybe someone have more time for this, just get in contact with TFM. I have a full scedule, so... I know that most of the other CPC Guys can produce better GFX, but who cares, its my Freetime-Fun...
@Carnivac: If you want...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:59, 25 June 09
Quote from: Tolkin on 16:44, 22 June 09
Hy, my intention was to do the sprites 16x24 pixel. But if someone wants to do better, come on, TFM will be very happy, maybe someone have more time for this, just get in contact with TFM. I have a full scedule, so... I know that most of the other CPC Guys can produce better GFX, but who cares, its my Freetime-Fun...
@Carnivac: If you want...

Well, my schedule is also stuffed. We all have a job, and the CPC is (for most of us) not our money-bringing-job. However, what I really miss here is any kind of positive critic.

Sure it's good to give comments and critics, but I miss here a kind of balanced commets/critics. No need to cling on negative critics.

Ever heart about Sandwich-critics ;-)))

Ain't much people doing software for the CPC today, some positive comments would motivate us instead of frustrating us. But ok, maybe there is just nothing good about our game to say. As Tolkin sayd it before: Our game is -for us- just a kind of sparetime fun. We don't want to make money with it and we don't want to become game-coders on PS4 or whatever ;-)

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xifos on 22:14, 25 June 09
Hello,

Your game is really impressive. Is it a one pixel hard scrolling  ?
The graphics are good. I don't think that the size of Giana's sprite would be a problem in the finished game.
Juste a little wish : i would like to see this demo with the main character really jumping instead of going up when you press up.
The reason i ask this is that i think that would give a great improvement in the gameplay feeling.
(sorry for my broken english here, well i am french, sorry)
(and sorry for asking, i know this is much work)
:)

EDIT : i tried again and i'll change my question about how Giana jumps : i think it's a problem of y movement because of mode 0 ratio between x and y.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Carnivius on 16:53, 26 June 09
It wasn't a negative critique as such.  It was pointing out the size aspect ratio of the sprite was wrong and didn't just appear that way to me but most people I imagine.  Certainly according to a friend of mine who actually loved this game on his C64 and is getting the DS version.  Was just some helpful advice to make the game look and feel closer to the original.

I hate having to explain the wide pixel problem to people. 
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:14, 26 June 09
Quote from: Carnivac on 16:53, 26 June 09
It wasn't a negative critique as such.  It was pointing out the size aspect ratio of the sprite was wrong and didn't just appear that way to me but most people I imagine.  Certainly according to a friend of mine who actually loved this game on his C64 and is getting the DS version.  Was just some helpful advice to make the game look and feel closer to the original.

I hate having to explain the wide pixel problem to people.

Sure, right. No question at all. And you gave a lot of informations. The only thing I dislike is that sometimes only the "not perfect" things are picked out. I was just missing some positive comments. Nobody wrote something about the scrolling or overscan f.e. I don't know another game on CPC that is able to do so. Would be good to hear some positive things too. However no need to discuss this things. It's alright now :) ((No, I'm not fishing for compliments...;-))

You did a good picture(s) of a Giana-Sprite and you provide valuably informations. Think that we can use some of the "new pixels". But don't know if it makes sense to paint Giana more skinny. Well, no need to hurry, I still have to implement the enemys in that game, this take it's time. So it's enough time to think about this.

Let there be no misunderstandings :-)))


Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:23, 26 June 09
Quote from: Xifos on 22:14, 25 June 09
Your game is really impressive. Is it a one pixel hard scrolling  ?
The graphics are good. I don't think that the size of Giana's sprite would be a problem in the finished game.
Juste a little wish : i would like to see this demo with the main character really jumping instead of going up when you press up.
The reason i ask this is that i think that would give a great improvement in the gameplay feeling.
(sorry for my broken english here, well i am french, sorry)
(and sorry for asking, i know this is much work)
:)

EDIT : i tried again and i'll change my question about how Giana jumps : i think it's a problem of y movement because of mode 0 ratio between x and y.

Thanks a lot for your post! This runs down like oil and you can't believe how much positive comments motivate us :-)))

Buy the way, it's a Mode 2 character-wide scrolling, that's all the CRTC can to, due to this the scrolling must be relatively quick. The version for CPC Plus will have pixel-scrolling.

Well, since this is not a final version, there is still a lot of work to do. You are right, the gameplay needs a kind of a "real jump". At the moment we just can't decide if we make a sinus-like jump or a physically correct jump. Tolkin prefers the sinus-jump and I prefer the physically-correct-jump. So we didn't introduce this up to now.

However, a real good jump (and some other gameplay-improvements) will be provided in the final version.

Thanks for your comments!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 07:52, 27 June 09
Quote from: TFM/FS on 22:14, 26 June 09

The only thing I dislike is that sometimes only the "not perfect" things are picked out. I was just missing some positive comments. Nobody wrote something about the scrolling or overscan f.e. I don't know another game on CPC that is able to do so. Would be good to hear some positive things too. However no need to discuss this things. It's alright now :) ((No, I'm not fishing for compliments...;-))


You *are* right about this. But don't get it wrong, the sprite issue was a very minor one, especially for a WIP, so don't worry!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 01:15, 01 July 09
Quote from: Gryzor on 07:52, 27 June 09
You *are* right about this. But don't get it wrong, the sprite issue was a very minor one, especially for a WIP, so don't worry!

Thanks! Well, I got the idea of a kind of Sprite-Editor, so everybody can use his/hers own sprites. However, first the game has to be completed. Then some gimmicks can be added :-) We already have such a sprite editor for the IDE, should not be that hard to make it a bit more "generally useabel".

Bye,
TFM/FS
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 20:23, 01 July 09
You mean make it so that the user can use their own sprites in the game? Load sprite sets etc?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 02:54, 22 July 09
Quote from: Gryzor on 20:23, 01 July 09
You mean make it so that the user can use their own sprites in the game? Load sprite sets etc?

After the final release the IDE can be released in english language, so it's easy to change Sprites and background gfx
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 10:00, 02 August 09
To explain this in more detail, the development kit contains:

- A tool to grab sprites from an (OCP compressed) screen.
  It also creates sprite sets and moves. A move is a collection of sprite moves and tells which frames of a sprite will be displayed

- A matrix generator, it creates game matrixes, containing the definition of background graphics, changing (moving) backgroud graphic parts (like Stars in Giana). It also allows to add features to every point of a matrix in 2D or 3D backgrounds (Giana is 2D, Gerelakos is 3D).

Bye the way, a sprite can contain one of the 16 Mode 0 colors or the pixel is invisible. It uses a mask, if a dot is set or not.

Some other tools are there too. but I'll collect them into the IDE.

This way its relatively easy to create a Giana-like or Mario-like game.

Have a good Sunday,
TFM
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:22, 10 August 09
Quote from: Devilmarkus on 17:57, 08 June 09
Working on keyboard recording function in JavaCPC...

You can automatically run Giana Sisters preview here:
Link (http://cpc-live.com/javacpc.php?system=FutureOS&disc=giana.dsz&doubled=true&bilinear=true&scanlines=true&title=Giana%20Sisters%20Preview&keys=giana.szk)

Well... Maybe I tested it today on the wrong PC or something is wrong now? I know it was running before, but the Site stalls when reading the DIRectory of the disc. Markus can you take a look if it is still running?

Thanks,
TFM/FS
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Devilmarkus on 21:11, 10 August 09
Quote from: TFM/FS on 19:22, 10 August 09

Well... Maybe I tested it today on the wrong PC or something is wrong now? I know it was running before, but the Site stalls when reading the DIRectory of the disc. Markus can you take a look if it is still running?

Thanks,
TFM/FS

Yeah... I found the bug.
While I was coding on FDC routines to fix some games, I found that the DEBUG booleans were set to true, so an Error returned on SENSE command.

As I uploaded the last applet, I forgot to set the booleans back to false.

fixed now:
Click here (http://cpc-live.com/javacpc.php?system=FutureOS&disc=giana.dsz&full=true&bilinear=true&scanlines=true&title=Giana%20Sisters%20Preview&keys=giana.szk)

Older pc-systems click here (http://cpc-live.com/javacpc.php?system=FutureOS&disc=giana.dsz&doubled=true&title=Giana%20Sisters%20Preview&keys=giana.szk)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Devilmarkus on 21:22, 10 August 09
BTW.: As you are developing Giana Sisters, I want to know your opinion.
I re-coded parts of JavaCPC's sound emulation and want to know how "real" feels the emulator output for the Giana-Sisters tune.

Please unzip the attached file and listen to it. (44khz, stereo, 8 bit, direct emulator output)

Cheers,
Markus
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 21:16, 21 August 09
Quote from: Devilmarkus on 21:22, 10 August 09I re-coded parts of JavaCPC's sound emulation and want to know how "real" feels the emulator output for the Giana-Sisters tune.

WoW!!! That's like on my REAL CPC!!! In effect it's far the best sound emulation I've ever heart from an CPC Emulator.

Great Work!!!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 00:02, 13 September 09
I took a closer look at the SDK (software developpment kit) that we use for Giana and Gerelakos. There will be definitely a release of this SDK to make it usable for every body. However since some tools like GSEd (Graphical Map Editor) are coevolving with our games it makes no sense to release them now. About GSEd there was an article in the CPCWiki, later deleted by Kangaroo (Thanks mate!). Maybe somebody will reactivate it after the release, then you can find detailed informations there.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 05:34, 13 September 09
I took a look at the deletion log. I think Kangaroo's reason for deleting is is somewhat valid - if the program is not released, what's the point in having an article for it? Or has something changed? Or I misunderstood something?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 17:19, 14 September 09
Quote from: Gryzor on 05:34, 13 September 09
I took a look at the deletion log. I think Kangaroo's reason for deleting is is somewhat valid - if the program is not released, what's the point in having an article for it? Or has something changed? Or I misunderstood something?

Yes you are right! I learnt this and I learn every day. It was right, but at the same time there is Kangas article of "Mal Mit Mir". This software was never finished, never released. So he blames me for errors that he does more seriously by himself. In my oppinion this is not fair! That's the jumping point for me.

GSEd is finished and working, but unreleased. While "Mal Mit Mir" was never finished and will never be released.

The only thing I want in the CPC Wiki : EQUAL rights for everybody!

Sorry for my long answer... have a good day!

TFM/FutureSoft
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Octoate on 20:25, 14 September 09
I guess it should be ok to add programs which weren't released (yet) for the CPC. Do you remember the project which tried to find games which were announced, but not released. I think they should be added, too - (if possible with screenshots and announcement scans). We can also add a category "unreleased", so these programs can be found easily in the Wiki.

P.S.: The new Retroaction Magazine Issue 3 is out and contains a small text about "A tribute to the Sisters" (http://www.retroactionmagazine.com/magazine (http://www.retroactionmagazine.com/magazine)) :).
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ygdrazil on 10:29, 15 September 09
Hi Octoate

I agree, there should be a category for unreleased software. But I also think there should be a minimum requirement for making articles for unreleased productions. Screenshots, working links to websites. Simply making an article about some software with wild speculative features does nothing to add credibility to the CPC-WIKI.

/Ygdrazil

Quote from: Octoate on 20:25, 14 September 09
I guess it should be ok to add programs which weren't released (yet) for the CPC. Do you remember the project which tried to find games which were announced, but not released. I think they should be added, too - (if possible with screenshots and announcement scans). We can also add a category "unreleased", so these programs can be found easily in the Wiki.

P.S.: The new Retroaction Magazine Issue 3 is out and contains a small text about "A tribute to the Sisters" (http://www.retroactionmagazine.com/magazine (http://www.retroactionmagazine.com/magazine)) :).
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 20:31, 15 September 09
The point is that EVERYBODY should be treated EQUALLY!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 06:16, 17 September 09
Heeeey :) This is not a thread about those issues, though I feel you are right in that respect. I'll reinstate the article, but why won't you release it?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 06:19, 17 September 09
Quote from: Ygdrazil
Hi Octoate

I agree, there should be a category for unreleased software. But I also think there should be a minimum requirement for making articles for unreleased productions. Screenshots, working links to websites. Simply making an article about some software with wild speculative features does nothing to add credibility to the CPC-WIKI.

/Ygdrazil

You're right in every respect.

I don't know, maybe it's just that I woke up the wrong side of the bed today, but it seems to me that even articles for unreleased software have their usefulness. For instance, they might provide inspiration for other authors to do something similar, or even ask to take over the project...

Btw, I restored GSed, please add more info!!!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 16:23, 18 September 09
Quote from: Gryzor on 06:16, 17 September 09
Heeeey :) This is not a thread about those issues, though I feel you are right in that respect. I'll reinstate the article, but why won't you release it?

Right, probably it was going too far. However that's the way a converstation can evolve ;-)

Thank's for reinsatlling the article, give me two weeks, to release a version of GSEd. It will be available only in german at the moment, since I lack time. I have to present my work (aging research) soon, and there is much to do. So please be patient some days... Thank's and I appreciate your help. TFM

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 19:34, 18 September 09
Language is not an issue, though it'd be nice to have it in english.

Don't take too long with the aging research, you only have about 50 years to find the secret :D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:31, 23 September 09
Quote from: Gryzor on 19:34, 18 September 09
Language is not an issue, though it'd be nice to have it in english.

Don't take too long with the aging research, you only have about 50 years to find the secret :D

Well, since I found Vitamine B17 working against cancer, there is a chance for aging research too ;-)

However, GSEd is hereby released. I added Icetown, an winter-set of icons, that we will probably not use (despite the fact that I like it very much). Icetown is ideal to learn to use GSEd, I hope at least ;-) You may have to create some mirrors of some icons with OCP. An Iconset and a Map is already created.

Sorry, at the moment only in german. If there is some interrest (after people had a look at GSEd), I'll create the english version too.

Any questions? Just ask here.

Now I think about a release of Kane too. Thats our Sprite-Grabber and Move-Manager, it does the lowest part of NPCs artificial intelligence. But I think step by step... let's see if there is interrest at all.

Oh, before I forget it... If somebody will create a real map with GSEd, just write me a mail and I'll send you a kind of our game-engine, means then you have a 50% finished game.

Bye,
TFM

Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:51, 23 September 09
Quote from: Gryzor on 06:19, 17 September 09Btw, I restored GSed (http://cpcwiki.eu/index.php/GSED), please add more info!!!

@Gryzor: Sorry to bother you with that...  However, the GSEd article was again put to "Articles for deletion" and then protected from Markus. Think that there is something going wrong.

I tried to add weblinks and some informations, but I have no access.

May you can help with that problem or give me some kind of influence on the wiki, to be able to care about it.

Bye,
TFM

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Devilmarkus on 19:18, 23 September 09
Quote from: TFM/FS on 18:51, 23 September 09
@Gryzor: Sorry to bother you with that...  However, the GSEd article was again put to "Articles for deletion" and then protected from Markus. Think that there is something going wrong.

Unprotected it.
I protected it, because Kangaroo deleted it some days ago.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:47, 23 September 09
Quote from: Devilmarkus on 19:18, 23 September 09
Unprotected it.
I protected it, because Kangaroo deleted it some days ago.

Sorry, I didn't saw it in the history, will try to make the article ok now.

Can't believe that kangaroo tried to erase the site (again) directly after the release of the software. That's crazy. However he's good in erasing his own traces of his bad deeds.


Thanks for the help,
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 05:41, 24 September 09
Hey, add some screenshots! :) Oh, and release an english version too! :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:39, 24 September 09
Quote from: Gryzor on 05:41, 24 September 09
Hey, add some screenshots! :) Oh, and release an english version too! :)

Yes Sir ;-)

... but is there a manual, that explains how to add a picture?

Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 20:05, 24 September 09
Quote from: TFM/FS on 18:39, 24 September 09
... but is there a manual, that explains how to add a picture?

Ok, found how to do it. Hope the gfx are ok. Bye the way, I uploaded a wrong pic, how can I delete it? That's something I didn't find.

Title: Re: A Tribute to the Sister WIP-Demo
Post by: nurgle on 08:46, 25 September 09
Quote from: TFM/FS on 18:39, 24 September 09
Yes Sir ;-)
Wrong. It's

SIR, YES, SIR!

Sorry could not resist. ;-)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Devilmarkus on 09:35, 25 September 09
Quote from: TFM/FS on 20:05, 24 September 09
Ok, found how to do it. Hope the gfx are ok. Bye the way, I uploaded a wrong pic, how can I delete it? That's something I didn't find.

Upload new version should do it.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:31, 25 September 09
Quote from: Devilmarkus on 09:35, 25 September 09
Upload new version should do it.

Well, not in this case: I uploaded a .BMP first, then I saw (too late) that the sysem likes .JPG more, so I uploaded four .JPG pics, but I couldn't replace the .BMP pic because the end of the filename is different. However GSED_1.BMP can be deleted. Tell me how and I do it. Or save your time to explain this to me :-)
Have a wonderful weekend!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 17:49, 29 October 09
Quote from: TFM/FS on 18:31, 25 September 09
Well, not in this case: I uploaded a .BMP first, then I saw (too late) that the sysem likes .JPG more, so I uploaded four .JPG pics, but I couldn't replace the .BMP pic because the end of the filename is different. However GSED_1.BMP can be deleted. Tell me how and I do it. Or save your time to explain this to me :-)
Have a wonderful weekend!

Any hint how I can delete the .BMP file (since it is unused).

Coming closer to that thread, did somebody try GSEd? Any comments, suggestions?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 02:18, 02 January 10
Update of the WIP has been released at 31.12.2009
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 05:19, 24 August 10
http://www.youtube.com/watch?v=OQfZsoN4wrU (http://www.youtube.com/watch?v=OQfZsoN4wrU)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 05:24, 25 August 10
Quote from: TFM/FS on 05:19, 24 August 10
http://www.youtube.com/watch?v=OQfZsoN4wrU (http://www.youtube.com/watch?v=OQfZsoN4wrU)
 

Niiiice! I dig the tune, too!

Two notes: except for the last monster (where you lose), I think that the other monsters should kill you too, the way you land on them. Hitting them from the side should not kill the monsters...

Also: I know it's a big change, but it'd be great if the screen scrolled upwards/downwards a bit when you jump, as to enhance the jumping feeling...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:50, 25 August 10
Quote from: Gryzor on 05:24, 25 August 10
Niiiice! I dig the tune, too!

;D ;D ;D

Quote from: Gryzor on 05:24, 25 August 10
Two notes: except for the last monster (where you lose), I think that the other monsters should kill you too, the way you land on them. Hitting them from the side should not kill the monsters...

At the moment you (or your small friend Giana) kill the monster if your Y position is higher than that of the monster. If the monster has an equal or higher Y pos. it will kill you.
BTW: It's measured from "the feet" else Giana would kill everything smaller.

Shall I change it? Hmm, in which way?
Shall Giana kill monsters only when X is pretty much the same ???
Or shall a kind of angle be used, that must be higher than 45 degrees???
:o ??? :-\  - any good idea welcome

Quote from: Gryzor on 05:24, 25 August 10
Also: I know it's a big change, but it'd be great if the screen scrolled upwards/downwards a bit when you jump, as to enhance the jumping feeling...

Do you mean the screen should make a kind of "shake" when Giana lands again on the floor?

In Game Over, there is a big monster, when it jumps and falls back - exactly when it hits the floor then the screen "shakes" up and down a bit. Do you think about something like this?

Hope I got it ???
Title: Re: A Tribute to the Sister WIP-Demo
Post by: ivarf on 12:14, 26 August 10
Thanks for the video! The game looks nice  ;D


When the game and editor is released, perhaps someone could try to step on Nintendos toes even more and give us SuperMario  ;D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 05:20, 27 August 10
Quote from: ivarf on 12:14, 26 August 10
Thanks for the video! The game looks nice  ;D


When the game and editor is released, perhaps someone could try to step on Nintendos toes even more and give us SuperMario  ;D

Well, our plans after finishing Giana Sisters is a big Role Play Game (parts of is already exist. See: www.Gerelakos.de (http://www.gerelakos.de)), but who knows? If Tolkin likes to paint Mario Brothers... On the other hand remakes are (and I'm only talking about myself) not sooo much my thing. I have ideas enought for new games, but only I miss the time. ... One of my ideas is a game, calles 39 seconds (that's the time you have to survive), it has nothing to do with dead in time btw.
It's all about very fast vertical scrolling... Don't know if I really create it.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 08:59, 27 August 10
Quote from: TFM/FS on 18:50, 25 August 10

;D ;D ;D
 
At the moment you (or your small friend Giana) kill the monster if your Y position is higher than that of the monster. If the monster has an equal or higher Y pos. it will kill you.
BTW: It's measured from "the feet" else Giana would kill everything smaller.

Shall I change it? Hmm, in which way?
Shall Giana kill monsters only when X is pretty much the same ???
Or shall a kind of angle be used, that must be higher than 45 degrees???
:o ??? :-\  - any good idea welcome

At the moment, from the looks of it, monsters are killed if you jump *at* them, but it should be *on* them. I'm not sure how you define the y position. I mean, the lowest pixel of Gianna should be higher than the highest pixel of a monster, but it doesn't look like it?
 
Quote from: TFM/FS on 18:50, 25 August 10
Do you mean the screen should make a kind of "shake" when Giana lands again on the floor?

No - though it'd be nice, I mean that when you jump the whole screen should scroll a bit upwards while you're in the air. Effectively, Gianna should occupy a more or less stable Y position on the screen. Is this clear or am I talking nonsense? :D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: arnoldemu on 09:11, 27 August 10
Quote from: TFM/FS on 05:20, 27 August 10
One of my ideas is a game, calles 39 seconds (that's the time you have to survive), it has nothing to do with dead in time btw.
It's all about very fast vertical scrolling... Don't know if I really create it.
Those two sentences about your game idea....
I'm hooked already. I hope you can make this game.

I hope this game is not too complex so it could be made fast (compared to your other games).
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Axelay on 10:06, 27 August 10
Quote from: Gryzor on 08:59, 27 August 10
At the moment, from the looks of it, monsters are killed if you jump *at* them, but it should be *on* them. I'm not sure how you define the y position. I mean, the lowest pixel of Gianna should be higher than the highest pixel of a monster, but it doesn't look like it?


Cant see the video, but from the descriptions, I'd hazard a guess that Giana is killing right from the moment she jumps, so maybe she should need to be "higher" and "descending"?

Quote from: TFM/FS on 05:20, 27 August 10

One of my ideas is a game, calles 39 seconds (that's the time you have to survive), it has nothing to do with dead in time btw.
It's all about very fast vertical scrolling... Don't know if I really create it.


A very important question.  Will there be shooting?  ;)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 20:31, 27 August 10
Quote from: Gryzor on 08:59, 27 August 10
At the moment, from the looks of it, monsters are killed if you jump *at* them, but it should be *on* them. I'm not sure how you define the y position. I mean, the lowest pixel of Gianna should be higher than the highest pixel of a monster, but it doesn't look like it?

Ok, no problem, in this case I just have to adapt the Y-difference.

Quote from: Gryzor on 08:59, 27 August 10
No - though it'd be nice, I mean that when you jump the whole screen should scroll a bit upwards while you're in the air. Effectively, Gianna should occupy a more or less stable Y position on the screen. Is this clear or am I talking nonsense? (http://cpcwiki.eu/forum/Smileys/akyhne/cheesy.gif)

Crystal clear ;-) And a good idea. However this would make additional work, because our levels have just the size you can see. I'll talk with Tolkin, let's see what he things...

@Tolkin: Comment here please...

A funny thing is though - at an early stage of the developpment we *had* that bigger levels (bigger in Y). But I cut it down to save RAM. I mean 128 KB is not much ...


Quote from: arnoldemu on 09:11, 27 August 10
Those two sentences about your game idea....
I'm hooked already. I hope you can make this game.

Ok, I'll make it :-) The CPC community is so small that you usually have 0.036 people who like an idea. So since you like this idea, already 1.00 people like it - that's very much! So I have to do it :-)

Quote from: arnoldemu on 09:11, 27 August 10
I hope this game is not too complex so it could be made fast (compared to your other games).

You're right indeed. Not complex at all. Well, maybe for the guy who has to do the gfx *hehehe* - not my problem, I'm nothing but the coder ;-)

But seriously, complexity or whatever is not the problem. I work 7 day a week, come home more often at 10 p.m or 11 p.m. And then I still spend an hour or two for the CPC (or just fall asleep), but late at the day it's hard 2BE productive U-KNOW. So please don't expect miracles, especially not in this year.

Quote from: Axelay on 10:06, 27 August 10
A very important question.  Will there be shooting?  ;)

Well, only if my gfx-wizard Tolkin paints the shots ;-)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 09:01, 06 September 10
Quote from: TFM/FS on 20:31, 27 August 10

Crystal clear ;-) And a good idea. However this would make additional work, because our levels have just the size you can see. I'll talk with Tolkin, let's see what he things...


Yeah, that';s why I said it'd take lots of work. However, instead of adding gfx to the top to compensate for the movement and creating a higher level, you could just paint the top of the screen sky-blue or something, nothing else? There's no need for it to have elements...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: rexbeng on 16:43, 06 September 10
Hi guys. The scroll looks really smooth, good job!  ;D
But plz plz plz, do something about the graphics. They need some retouching (I think the clouds need it more than anything else I see).


regards,
rb
Title: Re: A Tribute to the Sister WIP-Demo
Post by: MacDeath on 15:25, 08 September 10
I agree, Just hope the graphics are "work in progress" state because CPC can really do far better...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:20, 08 September 10
Quote from: Gryzor on 09:01, 06 September 10
Yeah, that';s why I said it'd take lots of work. However, instead of adding gfx to the top to compensate for the movement and creating a higher level, you could just paint the top of the screen sky-blue or something, nothing else? There's no need for it to have elements...

Well, that would work for outside levels, but not for underground levels.

I calculated that all and the CPC has 20.000 NOPs every 1/50 second! Means you can transfer 5000 bytes every frame (in theory!!! In reality not that much).
So the CPC can't do a vertical and a horizontal scroll, moving Giana and moving only one enemy at the same time. If I don't do all that at the same time, then the scrolling is not smooth. Sorry, but no coder can speed up the MHz by software  :(

It may work with the small 16 KB screen RAM ok, but not with overscan, and overscan is not a point to be discussed  ;)

Quote from: rexbeng on 16:43, 06 September 10
Hi guys. The scroll looks really smooth, good job!  ;D
But plz plz plz, do something about the graphics. They need some retouching (I think the clouds need it more than anything else I see).
regards,
rb

Thank's, scrolling is not that hard to do. And...

Quote from: MacDeath on 15:25, 08 September 10
I agree, Just hope the graphics are "work in progress" state because CPC can really do far better...

Well, personally I really love Gianas GfX. However, maybe you (Rex and MacDeath) can explain whats wrong with the gfx, or how they can be improved.
The best thing would be just to provide an example (better cloud ... f.e.). :) Would be great if you can use the same set of colors, but it's not a prerequisite. :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: MacDeath on 07:43, 09 September 10
QuoteWell, personally I really love Gianas GfX. However, maybe you (Rex and   MacDeath) can explain whats wrong with the gfx, or how they can be   improved.
The best thing would be just to provide an example (better cloud ... f.e.). (http://cpcwiki.eu/forum/Smileys/akyhne/smiley.gif) Would be great if you can use the same set of colors, but it's not a prerequisite.
From memory I would say that mixing Green and dark-red is not that good...

I'll try to make some mockups, but if you could supply us with Tiles sets and sprites sheets... or more pictures with no compression (PNG...) and more accurate resolution on PC, it would be fine IMO...

Tiles sets could be sweet so I may know more exactly the limitations or imperatives/specs... to make proper suggestions then.

I'll look at what is available... seems you didn't put any "decent" picture on the net...

The pictures there :
http://cpcwiki.eu/index.php/A_Tribute_to_the_Sisters (http://cpcwiki.eu/index.php/A_Tribute_to_the_Sisters)

Great, it looks like a proper CPC screen, but it can't be reworked on a PC... :(
Best would be to give us a few pictures in real actual CPCresolution...
Of course you can double pixels (as wide pixels of Mode0 are wide...lol) as it is easy to re-convert to simple pixels or simply rework as it is...

But please, don't put a 768x540... more like a  384x270 with no scanlines effect...

Also, using a 270 vertical display... I believed that depending the heating of the monitor, some lines could be in overscan zone (out of the actual screen...)...
BDC-IRON told me that the more the monitor heats/warm-up, the more the displayed vertical resolution is... (of course this vary slightly...but...)

wouldn't it be easier or safer to try a slightly inferior vertical resolution ?
Vertical 256pix may be better as you would be more sure that the monitor display all the playfield everytime... And this may save some Video Ram too...


Anyway, this is an ambitious project : a full screen mode Mario clone... ;)

And a lot of work seems to have been done already. :P

Good luck.



Also I hope you didn't find my comments too rude, it wasn't intended...
I know a bit how difficult it is to work graphics for a game... but having some suggestions from others can also be halpfull...

Ok, perhaps i found more usable pictures on CPCrulez...

(http://cpcrulez.free.fr/im3/sister2-fos8.png)

(http://cpcrulez.free.fr/im3/sister-fos8.png)

I'll try some suggestions anbd mockups...


Ok a first re-try, but done quite quick...not worked a lot but a few stuff are shown perhaps...
I used CPCcolours set on my Paint.net application, so the exact colours may be different from other stuff... but this remains approximately faithfull...

Ideas are :

As I told you : mixing dark green and dark red (pseudo-brown...as CPC has no real Brown...) is not a good idea, because, well, it's mixing red and Green... which is bad.
Of course the dark red is darker than dark green so may be considered a proper shade, but it is not really...
Just go from White to black, put 2-3 greens between, and dither a bit more...

--earth : use orange and dark Red in order to get a brown effect (perhaps not exactly as I did...) and add a few pixels of yellow to highligh a bit more, and also perhaps a few pixels of red to in order to get a complex and colourfull feeling...

But pleaaaase : never mix the orange and the Pink...!
So many CPC games did this and this simply don't mix well IMO... (but you didn't, actually... it is just a reminder... :) )

--Green tube : more contrast and only use of greens +B&W...Yellow too, perhaps (I did not but some studies may give interesting results)... also the shape and shades, relief and dithering are to be slightly improoved perhaps... (but a metallic effect is quite hard to get...)
Your version for exemple goes from a light blue to greens to dark red to black...
Black and white are great in that they mix with everything given a proper dithering... and it also gives more contrast...

--Some blues are to be removed/changed , maybe other inks too... per exemple what i call the Blue-grey... replace it by a 3rd green... This pseudo grey is not brightly coloured enough for a cartoonish game like this.

If the level is to include some sort of vegetations, it is far better to get another Green... also concerning the green Tubes (mario like...)

--Also the purple from the clouds... please use a blue too... and mostly : swap the light blue and the white... only this is a lot IMO...
--replace the Pink by something else... perhaps... the Amstrad pink don't mix properly with almost all the rest of the palette IMO...


And the "mountains" is perhaps too blurry on the "outside"... need to get it more as in Super Mario 3 or super Mario World (4, on super NES) perhaps...

On thing to keep in mind is that Giana sister is mostly a C64 game... but C64 palette is somewhat... special.
Don't be afraid to go full CPC.
Many dithering can be redone because CPC palette is somewhat superior on some matters...
Appart from true Greys and real brown, CPC is superior in every other stuff of the spectrum... especially if you seek brighly and vivid coloured stuff...

As a matter of fact, we simply almost have twice colours actually (but the brown and Grey...)
And because C64 has 3 greys and 2 browns (orange is light brown, and dark brown) on 16 colours... many colours actually have 3-4 time more variations on CPC.

I didn't put all this, I did this very quickly but maybe you'll get the points while comparing the pics... :-\


Of course those are minor suggestions, the final choices are up to the actual graphist of the project.
And the few we could see seems to already be a good basis.


concerning the way giana jumps...
The ideal way would be to get the same feeling as in Rick Dangerous...(bouncy as  hell...)
check up the rick 128+ version : Fano put a special option enabling to jump on the heads of opponents (without dying again...lol...)...
perhaps asking him how the jumps were managed on rick may be helpfull...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:16, 10 September 10
Hi MacDeath! First I want to thank you for your huge answer, there is a lot we have to digest now. I'll contact Tolkin who is responsible for our graphics and ask him what he thinks (or maybe he is reading here too...) then let's see what to do...

About Red and Green mixing... Well, I didn't do the gfx, but Tolkin told me that he is working with some colors in a way that he can use the shadows on a real CPC monitor.

I also have doubts if it makes sense to work with gfx on the PC, imho we all should work with a real CPC monitor when creating gfx, at least in the final stage.

Decreasing the vertical resolution will save no screen RAM, due to the scrolling. 32 KB must be sacrificed, even if it is not completely used.
Further the reduction of the resolution would show parts of the screen where the gfx are rebuilt, that would be ugly. So the resolution in Y is fine as it is.

I see your point with the clowds... Light Blue and White really need to be swapped!
Now I have to read your post again... :-)

About the Jumps: I know they are Pyramide like, like in the origianal Giana Sisters for CPC. Actually I'm working on a more sinus like jump... the released version is still work-in-progress. But the Jump will be more like in Wonderboy (CPC) considering it's shape.

Thanks a lot for your detailed comments...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: MacDeath on 02:12, 11 September 10
No problem, i just hope Tolkin won't be upset by my comments. :-[

The base, from what i saw, is clearly a great start, just need a few colour swaps or choices on some parts... and quite few re-pixeling for a few tiles actually.
And the underground part seem all-right... But I only saw a few pictures... (I don't have what is needed to run properly my CPCs on your futurOS...sorry...)

I had the chance to re-work Rick Dangerous...
Chance because I only modified, no real creation, and the basis was, well... Rick Dangerous despite all... was awesome on CPC...

And guess what ? tiles were well done actually on original Rick.
The only problem came from CPC palette (lack of grey while rick used a lot of those...) and poor sprite design because mostly ported quite directly from C64... (3 colours per sprites actually...on C64) and perhaps a poor ink choice sometimes...

But to be fair, from what i did, just a few more work on the game could even allow a far better Amstrad CPC (old) version...
if only it was a multiloading version (Disk then...)

Example : there is only one ink-set for the entire game... while just a few ink changes in between levels could increase all.
And a few Sprite re-do... Soldiers (lvl3 and 4) on rick could have been far better if dark blue was just changed with black... also for the stoneswalls... which i did, also helped by Amstrad PLUS palette (far more comfortable...)

Yet my Goolus sprites (1st level) are not as good as I would have wished... (mode0 can be a total bitch actually...)

And my Color lines skins is clearly not the best... so i'm not the best qualified... :'(



So yeah, a few tips on your work (and mostly Tolkin's work) may be enough... but he was certainly aware of most of those... just couldn't spend enough time...



As you told, working on real CPC screen  may display stuff differently from a PC screen...

But from what I recall from my CPC youth, colourfull graphics in mode0 rarely managed that well the CPC palette...
often lacked a bit of contrast perhaps...

But just look at Spanish games : this is the real reference IMO in the way to handle CPC palette...


For the technical part (vertical resolution per example) you're the boss... I was just wondering and you answered well... so be it.


Hey, in France we have been working on Monkey island this summer...
This pic is a port, in 160x200x16 mode0.
just view it in wide pixels perhaps (convimgCPC may help...)

this shows how CPC can have sweet Blue and Green palettes...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 01:30, 12 September 10
I like offtopic :-) May you can just tell if Monkey Island will be released on CPC? Sorry, if there was any kind of information, then I missed it. I saw some pics on a french site, but I don't know if it will be a complete game or is it just the idea of maybe making that game...? Let us know :-)

Yeah, gfx can provide strange effect's on different screens, especially when using a PC.

IMHO when using a PC you can't work with some "shaddows" of the real CPC screen. These shaddows appear when using some special colors. I don't mean a real black pixel, I'm talking about a black pixel on the CPC screen, at a position where no pixel is located in reality. Can't describe it better, but you know what I mean :-) We call it Farbschatten, color shaddow.

Also the CPC screen has "hardware antializing", that means the pixels aren't totally sharp. If you want to have a similar effect, try JavaCPC, which can do something like that - looks quite amazing. However you really need a quick PC!

If you don't have a ROM board of similar to run Giana under FutureOS, just take an Emulator. WinCPC, WinApe and JavaCPC seem to work relatively good - even if the scrolling is more smooth on a real CPC. I use Caprice quite often, because it's very same (while WinApe likes to shoot disc images), but Caprice can't cope with overscan scrolling.

About the palette (Giana), it remains the same throughout all levels. Well, it's not a problem at all to change it. A function to change colors in every level can be added in less than a min :-) If needed.

Hope to get some POV about all this from Tolkin here, dropped him a line yesterday, let's see...

As you mentioned, only few tiles need a overworking, this should be doable.

Now.... back to programming that parable shaped jump - I hate that!!! And now after 6 month of translating for Orion Prime, I have to learn to understand my own code again :-)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: MacDeath on 01:56, 12 September 10
Monkey island is a work in progress (we hope) at CPCrulez...
We can't tell at the moment it the coder will manage it or not, so no promises...

But on a pure Graphical point of view, this is managable, so if code follows, perhaps... ::)


Yeah on good old CPC monitor, pixels are really dots... 
with natural "black" between each pixels...


But I manage this on a PC by using a special display on Paint.net... the pixel grid...
when displaying at 300% this is almost accurate... well, not really actually, but a bit... as each pixel is put into a black grid...


Emulator : Well, I use WinApe (shit, it cannot into AZERTY...pfff) and my ROM setting is on Symbos at the moment...
Sorry but symbos is so... cuter... ;D


BTW, I will try to run the full preview of Giana on FuturOS so I would talk with more knowledge...


You now have my Mail, just contact if you want...
At the moment I have a lot of free time. :-\

QuoteAbout the palette (Giana), it remains the same throughout all levels.   Well, it's not a problem at all to change it. A function to change   colors in every level can be added in less than a min :-) If needed.
Halas... so many production did the same...
Palette change is great in that... well...
C64 cannot really do this, as once you display 16 colours, you display all...
Speccy too... no that its palette is that awesome and numerous...

So yeah a proper CPC game must play on palette changes, because this is really exploitable, yet it needs a bit more work on graphics...
Palette brainstorm can easily take as much time as pixeling...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 02:16, 12 September 10
 
Hey! Hope you had a good party, coming home that late ;-)

Quote from: MacDeath on 01:56, 12 September 10
Monkey island is a work in progress (we hope) at CPCrulez...
We can't tell at the moment it the coder will manage it or not, so no promises...

But on a pure Graphical point of view, this is managable, so if code follows, perhaps... ::)

Well, that sounds promising and realistic! I have more thrust in realistic guys than in people who say "Wooohoooo! We can do everything!!!" I know what I'm talking about (heee, who kicked my ass??? May I derserve it ...)

Quote from: MacDeath on 01:56, 12 September 10
Yeah on good old CPC monitor, pixels are really dots... 
with natural "black" between each pixels...

... and it's not a bug, it's a feature. And some advanced gfx freaks can work with it  ;D

Quote from: MacDeath on 01:56, 12 September 10
But I manage this on a PC by using a special display on Paint.net... the pixel grid...
when displaying at 300% this is almost accurate... well, not really actually, but a bit... as each pixel is put into a black grid...

WoW!!!  :o :o :o

Quote from: MacDeath on 01:56, 12 September 10
Emulator : Well, I use WinApe (shit, it cannot into AZERTY...pfff) and my ROM setting is on Symbos at the moment...
Sorry but symbos is so... cuter... ;D

The SOS doesn't bother... FutureOS is compatible to everything, since it doesn't change BASIC. And you will have surely some space at ROM position 10-13, just shift that other stuff to other ROM selects  ;)  About "cuter" - I never wanted to create someting like this... I got what I wanted: A dark, efficient, effective, quick and reliable OS. Never wanted anything else.


Quote from: MacDeath on 01:56, 12 September 10
BTW, I will try to run the full preview of Giana on FutureOS, so I would talk with more knowledge...

Have fun!!!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: MacDeath on 02:21, 12 September 10
what about YOUR party ?

Well I'm just normally back from Bars with beers... not a big deal and quite mundane on saturday night... er... sunday ? :P


Good night.


QuoteAnd some advanced gfx freaks can work with it
Supersly is such a talentuous bastard !!! :(

I wish i could Hate him... but....
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 02:23, 12 September 10
Quote from: MacDeath on 02:21, 12 September 10
what about YOUR party ?

Well I'm just normally back from Bars with beers... not a big deal and quite mundane on saturday night... er... sunday ? :P


Good night.

Well, my friend, here in New Orleans its 20:22 (exactly now ;) , so I'm just waking up slowly, then I code a bit, will leave the house at 23:23 and try to omit the CIA. Hinding out to the Vieux carre, also know as French Quarter ;-)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: MacDeath on 02:25, 12 September 10
Not flooded anymore ? :laugh:

Of course not since Obama...

But you had a hard time during Bush...lol...
Euh.. w...wait...

Oh shi... you were flooded by Black matter recently (petroleum) thx to our british friends... from BP.


Bush = Water
Obama = Petrol..
the world is upside down...

But let's not talk politics...
Have a good party/night/free time...

for me, I go back to Morpheus' arms and hope I'll get "shoenes traumen..."


Quote"Wooohoooo! We can do everything!!!"
Well, until the coder tells you "NOT!"...
I don't code, but I know perhaps enough to know a bit of what may eventually be realistic... er... not always, but discussion with coders may bring solutions sometimes.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 20:50, 29 September 10
Hehe!

Well, as coder you know that some things aren't possible! But these guys making that beautiful gfx then resist in some features. So you just _have_ to code it. And finally it works out.


btw: level 2...

http://www.youtube.com/watch?v=g5TTf68VDPk (http://www.youtube.com/watch?v=g5TTf68VDPk)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 17:32, 28 October 10
Official WIP Update 3, dated 2010-09-17

Get it at: http://www.futureos.de (http://www.futureos.de) (downloads)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xifos on 17:10, 29 October 10
Hi,

I 've just tried this new WIP and i have suggestions !  :)
The new jump is really better.
But i miss the "inertia" of the C64 version ! (don't kill me)
And i find this is too fast (don't kill me nooo)
You may find i am a fool but i tried lowering the fps to 25 (with winape), and it's really smooth with a more appropriate speed (well for me)!

But no misunderstanding, i am impressed by your work  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:30, 29 October 10
Hi  :)  first, thank's a lot for your feedback! I really appreciate and it will help  :)

Quote from: Xifos on 17:10, 29 October 10
I 've just tried this new WIP and i have suggestions !  :)
The new jump is really better.
But i miss the "inertia" of the C64 version ! (don't kill me)

Don't kill me if I ask a stupid question. But what do you mean with "inertia"? Would be great if you can explain it in detail. I don't have a clue what it is, sorry for asking.

Quote from: Xifos on 17:10, 29 October 10
And i find this is too fast (don't kill me nooo)
You may find i am a fool but i tried lowering the fps to 25 (with winape), and it's really smooth with a more appropriate speed (well for me)!
But no misunderstanding, i am impressed by your work  :)

Yes, well, the scrolling. Since I have to use hardware scrolling it can't be slower. I must scroll 2 Mode 0 Pixel (one byte) every frame. This is a hardware limitation. If it would scroll slower, then it wouldn't be smooth.
However, the CPC Plus version will be able to use pixel scroll  ;)  Uups, the secret is out now, so ok, there will be a Plus version using a lot of Plus features... but after the release of the version of the CPC old generation.

Thanks for your comments and compliments  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: redbox on 20:22, 29 October 10
Quote from: TFM/FS on 19:30, 29 October 10
Don't kill me if I ask a stupid question. But what do you mean with "inertia"? Would be great if you can explain it in detail. I don't have a clue what it is, sorry for asking.

In German I think you would say schwung, which is momentum and what I think he means.

Inertia is a body's resistance to change from one state to another.  So if you are running and building up momentum, then when you stop running you don't just stop you slide a little.

The game is looking very promising and I'm eager to see the Plus version  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 21:24, 29 October 10
Well, in case, just in case I understand you right (and I've some doubts...) then you have been talking about the physics of the Giana sprite. Things like:

- If you start to move the sprite, it needs some time to speed up

- If you stop the sprite / get hand off the joystick, then it takes a bit of time to slow down and completely arrest the sprite

Well, these things are planned, but hard to implement, due to the way the game engine is constructed. However it's already on my to do list.

In case I got you wrong please tell me  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xifos on 21:47, 29 October 10
Yeah right, that's what i meant by inertia, sorry but my english is at low level  :)
(to express things clearly)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: redbox on 00:14, 30 October 10
Don't worry, you were right to use inertia to describe it!  I was just trying to explain it to TFM.

This is also how I described the movement of the character in Cheril of the Bosque by Mojon Twins.

Vous anglais est bon que mon francais  ;)

(or is it Votre?)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 02:29, 30 October 10
Inertia = Massenträgheit, sure. But I wasn't sure if it was connected with the player sprite, the enemies, the scrolling or what ever. So thanks for the clarification.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xifos on 09:25, 30 October 10
Quote from: redbox on 00:14, 30 October 10
Don't worry, you were right to use inertia to describe it!  I was just trying to explain it to TFM.

This is also how I described the movement of the character in Cheril of the Bosque by Mojon Twins.

Vous anglais est bon que mon francais  ;)

(or is it Votre?)

It's "votre" but i'm sure i don't always use the right word too !  :)

Back to topic, i think the problem is that even mode 0 pixel move can't be the same as mode 1 pixel move.
So on the C64 Giana's sprite can move by mode 1 pixel...
And the scrolling cannot be mode 1 pixel.
The only way on cpc old to keep same ratio is to be at 25 fps (mode 0 pixel move at 25 = mode 1 pixel move at 50 )
For sprites at least...
In the current wip i think that's already how sprites ennemies "move" : one mode 0 pixel every two frames
For the scrolling (CPC old) what about a supercauldron or prehistorik2 scrolling like ?
To recenter the camera when Giana sprite is on the left or right corner...
And Giana's sprite moving at mode 0 pixel..
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:13, 30 October 10
Quote from: Xifos on 09:25, 30 October 10
In the current wip i think that's already how sprites ennemies "move" : one mode 0 pixel every two frames
For the scrolling (CPC old) what about a supercauldron or prehistorik2 scrolling like ?
To recenter the camera when Giana sprite is on the left or right corner...
And Giana's sprite moving at mode 0 pixel..

You're close :-))) The enemies move one byte (two Mode 0 pixel) every second frame (25 fps if you want). But Giana moves every frame (50 a second). This is needed, because if Giana would move every second frame then the scrolling would dither like hell. And that would be really ugly (as you can see in a variety of games with 25 fps scrolling).
So I can't slow down neither Giana not the scrolling - if I want to keep it smooth.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xyphoe on 06:55, 05 January 11
Well seeing as I posted about Wolfenstein and just now about Bubble Bobble remake progress ... may as well check in here too! How's things coming along with this project? :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:02, 05 January 11
Slowly... real live is sooo complex ;-)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xyphoe on 00:13, 06 January 11
Quote from: TFM/FS on 22:02, 05 January 11
Slowly... real live is sooo complex ;-)

Good to hear! As long as it's not abandoned, there's lots of great CPC projects at the moment so we can be patient :)

What do you mean by "real live"?

Oh and hows the jump physics/gravity coming along? That's the only thing in the vids I saw that I would make a constructive criticism about not feeling right  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: redbox on 09:50, 06 January 11
Quote from: Xyphoe on 00:13, 06 January 11
What do you mean by "real live"?

"Real life" I expect - that annoying thing that gets in the way of developing CPC stuff  ;)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:32, 06 January 11
Quote from: Xyphoe on 00:13, 06 January 11
Good to hear! As long as it's not abandoned, there's lots of great CPC projects at the moment so we can be patient :)

What do you mean by "real live"?

Oh and hows the jump physics/gravity coming along? That's the only thing in the vids I saw that I would make a constructive criticism about not feeling right  :)

No, it's not abandoned. I'm just the slowest developper god (or something lesser) ever has made. Bad genes or so ;-))

Well, real live... washing clothes, try to insulate an 100 years old house, sleep, reading SF (ok 3 min a week), shopping food, fixing flat tires... and.... yes, I have to to a job to get my money fore... what a primitive world we're living in ... this monetary system suxxxx! So all my work is free like the "free flow of informations" suggests. So time for the CPC is rare an prescious.

Critics is always welcome, and will not be forgotten... but things still need time... However I plan to concentrate now very much on Giana (after finishing the FlashROM manager and the OP translation).

Sorry for all the years of waiting - just for a game.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 22:33, 06 January 11
Quote from: redbox on 09:50, 06 January 11
"Real life" I expect - that annoying thing that gets in the way of developing CPC stuff  ;)

Well, nobody can explain it in a better way  :blank:
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xyphoe on 01:56, 14 January 11
Quote from: TFM/FS on 22:33, 06 January 11

Well, nobody can explain it in a better way  :blank:

Aha! Yes, sorry, I totally understand.

I wish I had more time to get back into programming for the CPC myself, I just never see it happening - such a mountain to climb to get anywhere near the standard of 90% of you on here! I've had to go back and start doing Perl again for my job, so there's a few months gone out of this year already! Always something else comes along.

Good luck with the project :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 05:03, 14 January 11
Quote from: Xyphoe on 01:56, 14 January 11
Aha! Yes, sorry, I totally understand.

I wish I had more time to get back into programming for the CPC myself, I just never see it happening - such a mountain to climb to get anywhere near the standard of 90% of you on here! I've had to go back and start doing Perl again for my job, so there's a few months gone out of this year already! Always something else comes along.

Good luck with the project :)

Thank's a lot! I can need that luck. Well, at the moment the problem is that the game shall fit and run in 128 KB (but it load a lot of stuff between the levels from disc). Now from the main RAM I use 32 KB for screen RAM, 16 KB for gfx (which must be there) and I only got 12 KB for the program. In additon parts of the program are moved to the second 64 KB, whenever doable.

Now I got &00A0 bytes free in the main RAM, therefore I have to move more routines into the expanson RAM. I don't need that much more main RAM, but a bit... So after doing this I can and will finish the game. It must work 2011 elso I jump from the Encom tower (... oh, do you by accident know where it is? Oh, please watch that movie, if not in cinema, then from a torrent...).
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:17, 18 January 11
Hi friends of little blonde Girls named Giana...

Now I finished the Orion Prime Translation (ok, the handbook has still to be done... but Targhan will have a lot of work now to integrate all the German texts into OP, so there is time...). And so I have time again for my own projects.

During the last weekend I had a couple of hours time for getting back to our Giana Sisters Clone, and yesterday I created the next smaller update (just some debugging), and at the file date I saw, that the previous version is exactly four months older ;-) Funny thing. Now the developpment of "A Tribute to the Sisters..." will be speeded up and the Game will be released in 2011 - in which condition ever ;-)
There are some "things" which I can't influence as coder and so I just hope that my team colleague Tolkin will find some time in this year too. However, the job in real life is just more important than a sparetime project - for most of us.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xyphoe on 08:49, 19 January 11
Cool, look forward to it ...  :) ... oh and when you've sorted out the jump mechanic/gravity, if you want - send me the .dsk and I can do a preview vid like I did for Fano & TotO  8)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 17:37, 19 January 11
Good news all around :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:18, 19 January 11
Quote from: Xyphoe on 08:49, 19 January 11
Cool, look forward to it ...  :) ... oh and when you've sorted out the jump mechanic/gravity, if you want - send me the .dsk and I can do a preview vid like I did for Fano & TotO  8)

Alright, you will be beta tester  ;D

Guess, you do the CPC Videos really professional! If I try to do so, then it's always... well, it hurts my stomic  ;)  I'll keep you updated  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xyphoe on 02:42, 20 January 11
Quote from: TFM/FS on 19:18, 19 January 11

Alright, you will be beta tester  ;D

Guess, you do the CPC Videos really professional! If I try to do so, then it's always... well, it hurts my stomic  ;)  I'll keep you updated  :)

Thank you sir, that's very kind of you!

Actually I'm happy to do any kind of beta testing aside from videos for any game project (who wouldn't? LOL  :laugh: )
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:34, 20 January 11
Quote from: Xyphoe on 02:42, 20 January 11
Thank you sir, that's very kind of you!

My honor and especially my pleasure Sir!
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 00:38, 05 October 12
Quote from: Xifos on 22:14, 25 June 09
Juste a little wish : i would like to see this demo with the main character really jumping instead of going up when you press up.
The reason i ask this is that i think that would give a great improvement in the gameplay feeling.
Take a look at it now, hope you like it  :) 
Giana 3rd glimpse (http://www.youtube.com/watch?v=FGfhO-VGNzs#)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xyphoe on 08:28, 05 October 12
Awesome! That looks much much better! Well done!

Now, can you finish this game?  :D :P
Title: Re: A Tribute to the Sister WIP-Demo
Post by: arnoldemu on 08:55, 05 October 12
Quote from: TFM/FS on 00:38, 05 October 12
Take a look at it now, hope you like it  :) 
Giana 3rd glimpse (http://www.youtube.com/watch?v=FGfhO-VGNzs#)
nice scrolling, nice overscan. nice graphics and presentation.
is it done yet? ;D

EDIT: Ok, talking seriously, I am sure there is a lot that needs to be done still?

How many levels have been designed?
is the frontend done so you can choose keyboard, joystick etc?

I think your other games will be ready before this?

Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 11:21, 05 October 12
It. Looks. Brilliant.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: rexbeng on 14:25, 05 October 12
Hm, can't say I adore the color choises on the background graphics. I think that this kind of game should have a more "funky" selection of colors. But anyway, that is a matter of personal taste.  8)


So, my only true complain is on the clouds. Something's wrong with their shapping and their coloring.


Other than that, the scrolling looks impressive; I suppose that the few jerks I see here and there are faults of the video-capture and not of the engine itselt! Does the game only run under FutureOS?


rb
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 14:48, 05 October 12
I think it looks like a great title from the era. The gfx style is very retro, but I'm ok with it. I see what you mean about the clouds - the dithering is strange, too. Only thing I don't like (I think I've said this before) is the heroine's sprite, I think it could be quite better...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Xifos on 16:44, 05 October 12
Quote from: TFM/FS on 00:38, 05 October 12
Take a look at it now, hope you like it  :) 


That's exactly what i was talking about !
:)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 20:40, 05 October 12
Thanks a lot for all your motivating comments :)

Quote from: arnoldemu on 08:55, 05 October 12
... I am sure there is a lot that needs to be done still?
Not that much actually, some gfx overwork, implement the firy-wheel and the ball, add spider and dragon. What bugs me at the moment is a single bug, which crashes the engine once a while. Hard to find, but I'm getting close.

Quote from: arnoldemu on 08:55, 05 October 12
How many levels have been designed?
At the moment the WIP has 10 levels, shall be 20 at the end IIRC.
And I had the idea to let people do some levels by themselves, so we could make a kind of Giana 1.5

Quote from: arnoldemu on 08:55, 05 October 12
is the frontend done so you can choose keyboard, joystick etc?
You can use Joystick 1 or 2, or Cursor-keys with Copy. No need to choose it, the engine scans what you are using.

Quote from: arnoldemu on 08:55, 05 October 12
I think your other games will be ready before this?
Definitely!

Quote from: rexbeng on 14:25, 05 October 12
So, my only true complain is on the clouds. Something's wrong with their shapping and their coloring.
Right, blue and white are mixed. When the GFX was made, a monitor was used that showed this two colors exchanged. Later on the CPC monitor we saw... ups! This will be fixed. But Tolkin has very few time at the moment, I'm bugging him since 2 years to paint that firy-wheel for me...

Quote from: rexbeng on 14:25, 05 October 12
Other than that, the scrolling looks impressive; I suppose that the few jerks I see here and there are faults of the video-capture and not of the engine itself!
On a real CPC the game has only jerks in very few situation, f.e. when player-sprite and fast moving enemy are both on the upper side the the screen. But yes, here the recording did introduce the jerks.

Quote from: rexbeng on 14:25, 05 October 12
Does the game only run under FutureOS?
At the moment yes. But if I leave some feature away (like memory-management) then it may can run under AMS-OS too. I have to see if it is doable. The only difference you shall see is maybe a longer time to load levels etc.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:53, 26 October 12
All apologies, in the hurries I may have overseen this one...

Quote from: Gryzor on 14:48, 05 October 12
I think it looks like a great title from the era. The gfx style is very retro, but I'm ok with it.

Thanks' It's supposed to look like a game of this era. Good old mid-80ies style  :)

Quote from: Gryzor on 14:48, 05 October 12
... Only thing I don't like (I think I've said this before) is the heroine's sprite, I think it could be quite better...

She is supposed to look like in the original game series. You could do an update of the GFX (Well Tolkin likes it old-style. I'm not the painter, so I wouldn't mind to introduce some 3D-like pixel), but then it would loose part of it's 80ies spirit.

Any change of it would always disapoint some people, and others would appreciate it. So I thought about providing the possibility for all of you guys to provide your own GFX!!! What do you think? You could completely personalize it! Somebody interrested?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 13:06, 31 October 12
Great idea!!!
[attachimg=1]


Or maybe...
[attachimg=2]
Title: Re: A Tribute to the Sister WIP-Demo
Post by: McKlain on 13:53, 31 October 12
Or maybe...


(http://gianasisterstwisteddreams.com/img/screenshots/shot-16.jpg)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 17:00, 31 October 12
Just get me the GFX (on CPC), I'll do the rest of it  ;)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ast on 16:20, 04 December 14
Will you make a Cpc version without the use of the Great FutureOs ? Why is your giana games only run on FutureOs ?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 16:46, 04 December 14
Hi! Well, it uses a lot of the FutureOS functionality which can't be found in other OS. Examples are how it loads data chunks from disc and manages them in RAM, connected to that memory management of course. The game itself needs "only" 128 KB of RAM, which is already used up.
A version for Amsdos would need another 15-20 KB of RAM for everything used from the FutureOS ROMs.


What I an imagine though, that is a version for cartridge. The way FutureOS uses Expansion RAM is kind of similar to ROM banking in the Cartridge, so an adaption should be doable without too much effort. Also the Plus features will be used. But that's an idea for the future, first I have to finish the version for CPC old generation.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ast on 17:40, 04 December 14
Thank for your reply. :D


You can find here (http://amstradplus.forumforever.com/t36-Mise-a-jour-Update-Great-Giana-Sisters.htm) the topic written for "Great Giana Sisters"...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 21:07, 04 December 14
Thank YOU and Merci beaucoup!  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Tolkin on 22:47, 12 December 14
Hy, TFM can you send me an copy of what is written on the Forum "AST" is mention?
Don´t want to Register there... and reading is not possible there without Registration...

Thanks
Tolkin
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 17:59, 15 December 14
Quote from: Tolkin on 22:47, 12 December 14
Hy, TFM can you send me an copy of what is written on the Forum "AST" is mention?
Don´t want to Register there... and reading is not possible there without Registration...

Thanks
Tolkin




Hi! All nice people there :-) I just tried to use google translate and post it here, but it would screw it. I'll email you later.  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ast on 20:03, 15 December 14
Quote from: Tolkin on 22:47, 12 December 14
Hy, TFM can you send me an copy of what is written on the Forum "AST" is mention?
Don´t want to Register there... and reading is not possible there without Registration...

Thanks
Tolkin
You'll just have to register.... But, just to know, why don't you want to register ? It only takes one minute for good pleasure......  :P
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 18:47, 16 December 14
Erm... What's the purpose of closing a forum to casual visitors? Are there state sikrits being tossed around in there?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ast on 20:25, 16 December 14
I just want to know who comes.... Only registered people... Sorry, but these are the forum's rulez, and if you want to join a topic, you have to be registered too, so....  ;D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Gryzor on 08:19, 17 December 14
Sure, if you want fewer members and also feel the need to screen who joins, then that's the way to go I suppose...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ast on 13:54, 17 December 14
Now you can access in a total free in only one part of the forum without any registration  :D
Title: A Tribute to the Sister WIP-Demo
Post by: TFM on 18:51, 17 December 14
Well, I personally don't mind to register in a forum... but back to topic a little bit...  ;)


For the start screen of the game I would need some song / sound / whatever. And it would be especially wonderful if it would use the full power of the PlayCity. But I'm not a musician.


Anybody out there willing to help? A conversion of a song to PlayCity would be great too.  :)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 04:10, 08 January 15
Nobody?

Title: Re: A Tribute to the Sister WIP-Demo
Post by: McKlain on 09:11, 08 January 15
(http://inkandangst.com/wp-content/uploads/2012/07/single-tumbleweed_o_GIFSoup.com_.gif)




How can you make a song that uses the play city features? Using wich tools?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ast on 12:43, 08 January 15

@McKlain (http://www.cpcwiki.eu/forum/index.php?action=profile;u=425) :

Why don't you use this one! (http://www.cpcwiki.eu/forum/applications/play-city-6-channel-music/) ?
Title: Re: A Tribute to the Sister WIP-Demo
Post by: McKlain on 12:51, 08 January 15
Well, it's been ages since the last time that I tried to do something on vortex. I couldn't understand how instruments and effects worked at the time and I had no experience with the AY-3-8910. Then I stumbled onto arkos tracker and I haven't tried anything else...
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Ast on 14:09, 08 January 15
You can also try to open two ArkosTracker session, and then composed two tracks one each session.
2+2=4....
Then TFM must convert each tune in ym and play each tune part in each Playcity Channel.
Isn't the life beautiful ???? :laugh:
Title: Re: A Tribute to the Sister WIP-Demo
Post by: McKlain on 15:35, 08 January 15
Life is already too complicated  ;D
Title: Re: A Tribute to the Sister WIP-Demo
Post by: CraigsBar on 18:10, 08 January 15
Just downloaded and tested the latest release. Although this plays well, the top half of the screen has much jerkier scrolling on my plus machine than the previous WIP.


The bottom half is still silky smooth, but the top jerks quite a bit.


Craig

Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 19:03, 08 January 15
Gosh! I need a real monitor, a real CTM644!

Does the top half only jerk once in a while or all the time?


Title: Re: A Tribute to the Sister WIP-Demo
Post by: CraigsBar on 20:27, 08 January 15
Quote from: TFM on 19:03, 08 January 15
Gosh! I need a real monitor, a real CTM644!

Does the top half only jerk once in a while or all the time?
WHen my "little fella" goes to bed and i am not typing this on my HTC One m8 with him tugging my arm all the time, I'll capture it to show you. ;)


Oh to be back in the 80's when life was simple and you could play with a CPC to your hearts content LOL


Tribute - YouTube (https://www.youtube.com/watch?v=C_-N3gzKe3M)


Shows some of the Jerks on the top half of my CM14. Same result on a CPC 6128 and CTM664.



Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 23:15, 08 January 15
Puh! Could be worse!

Thank you so much for making this video! It clearly shows the problem. Sometimes the CPU runs out on time when it has to scroll, move sprite, move enemy and alter background parts (diamond flashing f.e.). I will care about that soon.

Meanwhile...: In Level 1 try to jump into the first hole ;-)
Title: Re: A Tribute to the Sister WIP-Demo
Post by: Bryce on 23:38, 08 January 15
I don't find that too jerky. Does this not show up on your new monitor TFM?

Bryce.
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 23:47, 08 January 15
On the monitor the whole picture jerks sadly. But at least I do *have* a working monitor now.  :laugh:
Title: Re: A Tribute to the Sister WIP-Demo
Post by: TFM on 16:56, 13 January 15
*Push*


Anybody willing to make a song (or what ever thingy in pretty much any format you like) for the title screen?



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