Well, it came out on the c64 (http://noname.c64.org/csdb/release/?id=103017). It's a great game, would be so neat...
let's see.
C64 (pre version on a real machine so poor video)
Original version :Many modern little games could do great games on 8bit in general.
This one seems nice.
Graphically a good Mode1 would be great.
But the CPC version wouldn't be in real grey because...erf.... CPC lacks in Greys...
Good point would be to be able to select the colour, like, Orange-dark Red, Blies, purples...
Needless to say a PLUS version would have a proper grey palette.
So what would be the difficulties...
==Sprites : the sprites are quite small so an amstrad CPC can really do them even in soft sprites...
Not the most difficult part here I guess.
==animations : a lot of them in the original version, many are skipped on C64 : birds and broken glasses...
Also the Mecha and spaceship on the background's layers...
==Multilevel scrollings/parallax : This on the other hand would be a bit trickier... There we have the source of a lot of issues.
Fact is : without this parralax the game would simply not be the same and would be dissed by C64fanboyz as completely utter shyte on the CPC if we don't have this.
As I told some elements are animated in those background layers.
Also some foreground elements sometimes Happen, those could be heasily done on a PLUS in a way Prehistorik2 did, using magnified Hardsprites (perhaps even multiplexed ones) to get those cranes in black...
Concerning the multiscroll... We got to remember this wonderfull amstrad Game called AMC.
An engine such as AMC could really work but would need some masked sprites in addition, and a smoother and faster scrolling too.
Provided the sprites here are quite reduced in size...got to remember Bombjack series for small sprites well animated on CPC, but ok those games have no scrollings too.
Got to remember this french game in mode1 with a lot of rasters then, what was its name ???
oh yeah, 5th axis.
Also like a scrolled infernal runner perhaps (by the creator of Another World on Amstrad CPC....)On the other hand this game would need some screen a bit like starsabre size... horizontal fullscreen perhaps.But it also need a large Y size actually... and we know CPC is better animated/scrolled in a 256 large size screen.Yamakazy any one ? french parkour ? Disctrict 13 ? Matrix ?
[/b]
On a PLUS, many features would add a better version if properly used.
The running guy could be in Hardsprtie perhaps, as there are not a lot of animated frames, and this could add a few exta black&greys too... with easier use of the Hardscroll then, and no problem to get the guy masked.
the foreground cranes could also use some Hardsprites, not a lot actually provided you magnify in Y=4x or multiplex them a little bit.
some spaceship could also be in Hardsprites with X=4 and Y=2 magnified sprites (would be large square pixels...) but those would not be in "background".
Also the Paralax would clearly have less layers.
Now a longer (longest ?) longplay.
Using the C64 as a base, here's how it COULD look on CPC.
The title screen uses 4 colours in 384x272, the main game itself looks like it uses 5 colours in 320x200, so all I did was get rid of the BLACK in the game screen and pushed it out to the BORDER. Alternatively, I kinda wished I'd stippled the two BLUEs, but I don't have the patience to do that!
EDIT: Personally, I would prefer a different font for the writing... not CPCsystem-font, but a simple 8x8 font. (Well all have millions of them, afterall)
I wouldn't use real bright white with cyan/light cyan...
Because in the original game, real white is actual a light grey. not as bright. well I may be wrong actually... but you may catch my means..
more importantly, the white is really a highlight, fewly used, having it with such a bright colour a cyan/light cyan (they are almost the same) wouldn't get the high highlight feeling.
you mix the blue and "blue+cyan" colours, which are suposed to be on the same level...
Blue+Cyan long gradiant may be nice then, so perhaps light cyan instead of white.
Otherwise, maybe to use the "real blue" gradiant so pastel blue + white.
But Cyan/light cyan+white is quite a too bright combinaison I guess
Also what's wrong with you ? you don't use the superior JPG format ? :D
Jokes appart...
I also tried a "red/orange version with far more ditherings.
Not shure this would look great.
I order to do it properly in mode1 on a CPC/Plus i guess the graphics are to be quite redone so we have a 4 colours base instead... redo most of the gradiants.
Having the PLUS hardsprites would also definitaly be a PLUS... this would enable to have the running guy with some real black that would set him betterly appart from the background.
Quote from: MacDeath on 12:44, 29 November 11
Also what's wrong with you ? you don't use the superior JPG format ? :D
You can't fecking win around here! Fecked if you do, fecked if you don't!
^_^
I'll look into some of the stippling for the 5th colour; I was thinking that SKY BLUE & BLUE would replace the DARK GREY and the BLUE to replace the BLACK. For some reason, I've never liked the CPC's CYAN as a colour, much preferred mixing SKY BLUE with BRIGHT WHITE instead.
I wouldn't feck this up with you dude... :D
Also you are quite right concerning those bright CPc colours...
Would be great to test on a real CPC monitor though.
And we are just in the whishlist/mockup phase (which is often the only one phase... ;D )
Also :
(http://noname.c64.org/csdb/gfx/releases/103000/103017.gif)
this one has a good amount of decent screenshot, I managed to ripp from them with print screen key...
Some bits of colour artefacts too when you recolour but this is minor.
So, c64 version have it easy with its 2 colours sprites...
But compaired to original, the guy is grey and background use black, while original is the other way...
So I guess the PLUS version should do like the original.
Also, a proper Mode0 version could be quite good enough too... especially on plus, as the hardsprites would still enable fine pixels too.
This could be a nice way to get a lot of antialiasing and decent longer grey scale on PLUS.
I mean, scrolling is so fast that having it in smooth pixel mode1 s not that needed after all...
Original game looks like it needs only 6 colours, perhaps 8 at best.
So on another hand 4 colour mode1 is closed (yet inferior) than the 16 coloured mode0 which is fare too much.
But as always, a good CPC/PLUS version shouldn't try to be pixelwise perfect but gameplaywise perfect...
Obviously the vertical scrolling should be got rid of... I mean, it is not that part of the gameplay, just afancy effect that we could not afford I guess, also I even think it is not as good as without it...
But on the other hand the parallax clearly has to be done on a CPC version or else it will be dissed but C64fags... er... fans.
and such fast and smooth parallax scrolling with foreground elements is somewhat difficult to obtain on CPC.
Again AMC is perhaps one of the best and only exemple.
but AMC had some character based system, this means "attributes clashes"... or more spécifically the "unmasked square characters" syndrome.
Which may be manageable with the backgrounds and forground, but not with such kind of small sprites.
My stippling effect is terrible. Even I don't like it.
EDIT: However, YELLOW with the ORANGE (like yours) looks better than the CYAN with the BLUE!
I love the idea!
But is the CPC able to scroll as fast as the original does?
Gift from me:
All ripped original GFX:
I think the red version looks awesome!
And we already have two gray versions, the original one and the c64 one ;D
Red/Orange version looks warmer... blue is too cold.
Despite being grey, the original is not blueish nor cold looking...
And the darkRed/Orange scale is perhaps the best CPC one, looks like sepia old pictures.
Concerning the fast scroll...Even good old CPC Hardscroll is supposed to be actually too fast to be used so perfect on this one... or not ?
Anyway, to get a warmer Blue feeling, perhaps :
==Darkblue+Mauve+pastel blue...
==darkpurple+Mauve+pastel blue...
I really like the Mauve colour on CPC...
I can look great with both puple and blue and differ a bit from the straight scales...
(http://www.cpcwiki.eu/imgs/5/51/Mire_CPC.png)
Quote from: robcfg on 13:31, 29 November 11
I think the red version looks awesome!
Quote from: MacDeath on 13:35, 29 November 11
And the darkRed/Orange scale is perhaps the best CPC one, looks like sepia old pictures.
Yeah, even using YELLOW, ORANGE (YELLOW/RED stipple), RED, DARK RED and BLACK for our MODE 1 colours looks ok!
Maybe slightly too HOT!...
EDIT1: @
MacDeath; Colours 05 and 14 are rarely used, but look great together.
EDIT2:
Quote from: MacDeath on 13:51, 29 November 11
But yeah, Red+yellow is too warm IMO.
perhaps try with pastel yellow then.
PASTEL YELLOW makes the dithered sections look more PINK than ORANGE! (see below)
QuoteYeah, even using YELLOW, ORANGE (YELLOW/RED stipple), RED, DARK RED and BLACK for our MODE 1 colours looks ok!
Maybe slightly too HOT!...
This make for 5 colours, not really Mode1 friendly... oh ok, Orange is Red+Yellow dither...
:D
But yeah, Red+yellow is too warm IMO.
perhaps try with pastel yellow then.
QuoteGift from me:
All ripped original GFX:
I must have a problem But i fail to download them, it gives me an index.php file... which is not what intended...
Is this a bug with my PC/internet browser/firewall or the new CPCwiki host server screwup ?
Rename it to index.zip or so...
It's a server problem here.
Or download this:
http://cpc-live.com/canabalt_gfx.zip (http://cpc-live.com/canabalt_gfx.zip)
I ripped the gfx using Sothink SWF decompiler...
It worked, thx...
wow that's make a lot of graphixes...
what resolution the original version is supposed to run at ?
I mean many of those would need to be rescaled I guess...
The spaceship picture is 256pix wide, ok a lot bigger than the ship only because of exhausters or free space around yet...
What scale down would be great ? Half ? 1/3 or 1/4 ?
Ok I did my first modded tile from your set...
Still in 1/1 scale but I somewhat reduced the size... some pixels were lost in translation.
Thats the image122 from the set.
how does it looks ?
;)
also a mode2 version would be PCW friendly...
Anyway palette talks are not even the real problem...
I mean, it's just 4 values to choose and player should even have the possibility to choose between "many" pre-conceived palettes...
Be it CPC or PLUS...
Monochrome monitor users won't have that much choice though... ;)
provided the tiles and sprites are correctly re-done.
Ok, some "background layers" are originally 480x192 sized... perhaps a 2/3 reduction would work so it becomes 320x128... more CPC friendly then...
But most graphics would need to be redone from scratch with mostly the spirit kept.
I'm no good at games like this with COMPLICATED CONTROL SCHEMES and MULTIPLE KEYBOARD-CLICKS FOR MOVEMENT... but here's my highscore so far!
Quote from: MacDeath on 13:58, 29 November 11
wow that's make a lot of graphixes...
what resolution the original version is supposed to run at ?
I mean many of those would need to be rescaled I guess...
A simple 50/50 skew would work, but look weird. maybe ask the C64 guys if we can 'borrow' theirs!
EDIT1: I haven't dithered this one as I can't be arsed!
EDIT2: New HIGHSCORE... would've been better, but the fecking thing ignores too many [SPACE] presses!
Don't think they must be downscaled.
But best they would fit into an overscan screen...
The game scrolls in all directions and I found 3 different versions of it in the WWW... all 3 had different sizes.
Here's the gamesize I found first:
(http://cpc-live.com/image111.png)
It's 480x320
CPC's overscan is 384x272
I don't think anybody cares about a few missing pixels, because the game scrolls ;)
Edit: For widescreen: Use 2 CPC's network connected and put 2 CTM's ;)
CPC 1 then sends gameposition to CPC 2 and it locates the right screen :D
(http://cpc-live.com/cpc_widescreen.png) :laugh: :laugh: :laugh: :laugh: :laugh:
A retouch of the C64 intro screen... made slightly more CPC friendly! ^_^
(In C64 palette)
EDIT: And now, in CPC YELLOW!
Quote from: tastefulmrship on 14:37, 29 November 11
A retouch of the C64 intro screen... made slightly more CPC friendly! ^_^
(In C64 palette)
Nice CAT art *lol*
QuoteDon't think they must be downscaled.
But best they would fit into an overscan screen...
The game scrolls in all directions and I found 3 different versions of it in the WWW... all 3 had different sizes.
If we downscale, we can then get rid of this Jerky vertical scrolling, which is quite good codewise for the game to run on a CPC... I guess.
Also to scale down graphics a bit can be important so we don't have the "portable console reduced screen" syndrome...
Remember Double Dragon on Atari Lynx ?
(http://www.salzmafia.com/blog/wp-content/uploads/2010/07/atari-lynx-double-dragon.gif)
This is a No-no !!!
And smaller scale means smaller sprites so better and easier speed&animation... but not inferior game.
The CPC screen covers perhaps the same surface with fewer (bigger) pixels.
What is important is not the number of pixels but the surface on screen.
Remember when Speccy wankers argue that CPC has a smaller sized screen so it must have less pixels than speccy...
We know it is false because CPC puts 320x200 where speccy put only 256x192 for almost the same surface...
And on a real screen, good old Mode0 are actually not that much bigger than NES or Speccy pixels... just that because it is often reduced into 128x192 you can't expand the graphics as they should be.
Full overscanned Fullscreen ?
"Oathmeal, are you crazy ??? "
Well more seriously, X=256 sized screen is better for scrollings and animation.
Does this also work for overscanned 512 (mode1) screens then ?
Of course a large part of the screen is in the overscan zone, but we then keep the 256 multiple, as we "simply" get two "256xXXX" screens beside each other...
Oh, and 32k VRAM too...
If such technic is possible then aim for a 512x256 screen which would be two 256x256 screens... and this would practically give us a full screen on the monitor too...
Despite some of it is not displayed (but ready for the scrolling)
@Devilmarkus : sorry But I call FAKE on this...
Those are to be PLUS monitor if you want those colours...
Unless you get some keen PLUS-CPCmonitor adapters...
But proper coders would certainly dismiss this suggestion.
Also it would not be "Game-Over" but Over-Scan".
What I think is to reduce too much the horizontal size would dismish the gameplay.
large screen means you can anticipate betterly, as this game is fast as hell.
Well is resizing really so important?
Let's check:
(http://cpc-live.com/canabalt_originalsize.png)
(http://cpc-live.com/canabalt_cpcsize.png)
The missing part IS important : a platform...
This game is all about anticipation.
But anyway, blank talks, we need a coder to see how such engine should be and should work and specify some accurate and realistic limitations first. :)
Also, there, re-dithered version in B&W + Mauve+ pastel blue...
another one with Grey and darkcyan...
Quote from: MacDeath on 15:01, 29 November 11
But anyway, blank talks, we need a coder to see how such engine should be and should work and specify some accurate and realistic limitations first. :)
True.
I'm sure the game engine itself will not need much ram... perhaps 3-4k?!?
Quote from: Devilmarkus on 14:39, 29 November 11
Nice CAT art *lol*
You (and everyone else here) are going to regret posting that!
Yes, kids, here's a first draft CATart! (I need a life)
There a version with more foreground/background contrast perhaps, so actually "greys" used slightly differently, yet in ditherings...
Or in red/orange/yellow:
Quote from: Devilmarkus on 15:40, 29 November 11
Or in red/orange/yellow:
I tried this with BRIGHT RED instead of ORANGE... and my version doesn't work!
Bright Red, you means Pink/pastel red ?
Pink is actually a difficult colour to use on CPC.
It always look better with orange instead.
as the title says...
I think it is not bad like this...
The man sprite manage to stay appart because it is full B&W while the rest just goes well...
To obtain this the tiles have to be the "colours" reassigned "heavily" compaired to the original...
having the background to use more flat colours instead of more dithered may be better too IMO.
The Black to DarkRed corridor was somewhat too dark IMO.
but a proper solution would be a smoother 4 level dither gradiant, perhaps.
Black+darkred, Darkred, Darkred+orange, orange...
And a few pixels will definitely need some re-draws.
Not that different from what i did with rick Dangerous 128...
Good point with CPC/Plus is that we have no attributes, so while displaying less colours than C64 we can mix then perhaps betterly and even add some shades through proper smooth ditherings...
Anyway the msot difficult part will be the paralax...
There are few CPC exemples I can think of...
Prehistorik2/super Cauldron.
AMC.
Shadow Dancer too managed some of this.
This added to a sweet fast and smooth scrolling may be the more CPU consuming...
also the closer game i can think of is 5th Axis...
Yet quite different too and with heavy use of rasters.
Quote from: MacDeath on 15:54, 29 November 11
Bright Red, you means Pink/pastel red ?
No, I meant RED (#06)... I just typed something completely different instead!
!Sorry!
Pink (#16) is ok if used with BRIGHT WHITE (#26) or PASTEL YELLOW (#25) and DARK RED (#03) or DARK PURPLE (#04) and BLACK background. (Like in JACK THE NIPPER, for example... which was recently Longplay-ed by
Xyphoe)
0, 3, 15, 26 look nice.
Anyway the "almost final version" of C64analblast looks really fast and smooth.
Quote from: TotO on 16:13, 29 November 11
0, 3, 15, 26 look nice.
Indeed, this is probably my favourite MODE 1 colour combination. But sometimes you need PASTEL YELLOW (25) or YELLOW (24) instead of the BRIGHT WHITE (26).
ORANGE (15), DARK RED (03) and BLACK (00) always look good together! RED (06) sometimes spoils the look and it turns into 'flame' colours!
Stop people!!! Seriously, i can not stop of giving "Likes" ;D ;D ;D
Parkour Game for CPC... YES!!! :D
There is two C64 versions from different coders, one the unofficial version of Mr.Sid (http://csdb.dk/release/?id=103017) and the other the official version for a C64 16 KB cartridge competition (http://www.rgcd.co.uk/2011/05/c64-16kb-cartridge-game-development.html), you have put the video of that cartridge version MacDeath.
I know that everybody love convert "famous" games to CPC, but sometimes i think is better instead of an straight port, design a game with the limitations of the CPC in mind. For example, i love this little funny and full of colour (not the typical c64 boring black, white and grey) msx game inspired in the same idea:
Quote from: MacDeath on 16:24, 29 November 11
C64analblast
Epic!!! 10958309235 likes worth!!! 8) 8) 8)
I'm kinda losing the will to live here... I've plugged in my new 286 PC tower and THIS came up!
EDIT: @MacDeath; Ahem, yes, CGA! That horrid BRIGHT WHITE, CYAN and MAGENTA vom-fest!
EGA ? I guess you meant CGA...
CGA is just a failed Mode1...
EGA is a failed Atari ST unless you use the awesome 640x350x16/64 mode.
QuoteEpic!!! 10958309235 likes worth!!!
Hush, i hope secretly no one would notice...
So more seriously, how are those kind of game actually called ?
Is it is forced scrolling platformers ?
Frantic Platformers ?
Platform Frenzy mode ?
I remember Mario2 on Gamebay had some levels in such forced scrolling (yet a slow one...)
And I quite aggree there is no need to re-use existing "franchise"...
Well, a correct engine may be good enough to allow to skin in any franchise we like... I guess.
Wow, this thread has really picked up. I wonder if there's anyone up to the task and willing to undertake it... I'd pay for it!
Two points from me:
-Indeed, it wouldn't be good to cut the horizontal edges; as MacDeath said, the game is all about anticipation. If you play it (I had melted my keyboard when the original came out!) you'll see that you need to constantly look at the edge of the screen and not where your character is.
-Colours. While the mockups look absolutely fantastic (I like the orange variations), there's a reason the original author went for the grey scheme: it's a bleak, sad, faceless city in the background. It's raining. Quite Orwellian. I think we should strive for that.
Hummm....
Quote from: Gryzor on 18:14, 29 November 11
Two points from me:
-Indeed, it wouldn't be good to cut the horizontal edges; as MacDeath said, the game is all about anticipation. If you play it (I had melted my keyboard when the original came out!) you'll see that you need to constantly look at the edge of the screen and not where your character is.
-Colours. While the mockups look absolutely fantastic (I like the orange variations), there's a reason the original author went for the grey scheme: it's a bleak, sad, faceless city in the background. It's raining. Quite Orwellian. I think we should strive for that.
Instead of continuing to work on other projects, I've been playing this all day and I have a few additions of my own;
- Colours; let the user decide which 'palette' they want in an Options menu. (00, 03, 15, 24/25/26) seems to be the most popular, but why not GREENs, BLUEs, WHITEs/DARK CYAN, PURPLEs, PASTEL BLUE/MAUVE, etc.
- Make the 'jet' that flies past kill you too!
- Have a HARDCORE THUNDERSTORM mode which is 'nearly' pitch black, until lightning strikes! BOOM! Serious colour! Something like the beginning part of BATMAN FOREVER!
(See below for possible palette choices!)
- Another MODE could be that you're strapped with explosives and if you touch anything you blow up! Or maybe a THE FLASH mode, where you always run at full speed!
Please... someone make a CPC version! WinVICE or my keyboard has serious issues with 100% accepting my [SPACE] presses... (I haven't worked out which is at fault, yet!) I'm getting annoyed with watching him fall to his death, despite me slamming the [SPACE] as hard as I can!
EDIT : @
DevilMarkus; The PASTEL YELLOW and PASTEL BLUE of your picture make a decent GREY and the two BLUE colours give the background that night-time feel! I really like this palette! Hell yeah!
I like your ideas about the colour scheme choice and the Midnight Hardcorte (TM) Mode. Yeah!
Quote from: Devilmarkus on 18:28, 29 November 11
Hummm....
Here's the screen in a .dsk 'cos it looks bloody impressive and MUST look fecking impressive on REAL HARDWARE!
(Can someome please check!)
EDIT: CANABALT.BAS will load the overscan screen. (The other two are the CATart mock-ups)
If I remember correctly, Yellow + Blue = grey...
because yellow = green+red so this do the whole R+G+B to dither both... sort of.
Ok i will check this...Is it basic executable ?
Well, it looks very impressive on my VERY REAL NETBOOK!
Fake but a bit close to the original: (Watch it's original size)
Load the SCR:
openout"d":memory &1ff:load"canabalt.scr":call &811
Quote from: Devilmarkus on 19:14, 29 November 11
Load the SCR:
openout"d":memory &1ff:load"canabalt.scr":call &811
THX you kind sir... I will sleep less stupid for once...
Well it doesn't look bad at all.
just the picture is still a bit too large so the time isa bit out of the screen on my old CPC6128 monitor...
haven't tried on a PLUS though.
Perhaps just to stick to a 256 maximum vertical resolution would be good, I mean having borders on the top and bottom would get a more straight picture, as the monitors limits (Cathode ray tube) are not really square but quite curved...
Would get a better "tunnel effect" then.
The good point with ditherings is that the colour actually have some sort of "grain" texture..
My monitor being the old rusty junk it is, the texture is not that regular too but... some moiré effect appear...
But it quite works well, I even often forget how well dithering work on a real stuff.
could we have some Brown and green and mauve versions please ?
QuoteFake but a bit close to the original: (Watch it's original size)
What fake ?
Do you have a screenshot emulator ?
[off-topic]
Who also has problems with the file attachments? (get an "index.php" file instead of the original filename?)
[/off-topic]
Quote from: Devilmarkus on 19:29, 29 November 11
[off-topic]
Who also has problems with the file attachments? (get an "index.php" file instead of the original filename?)
[/off-topic]
I've now tested the palette check dsk on three computers, 8 browsers. All work fine for me! wtf?
Sorry, i wish i could upload a photo from my monitor But it seems to fail miserably... I should contact the administrator...
So ?
my photo is 2592x1944 JPG and is 3,84 Mo... is this too big ? :D
ok i try one last time in .zip...
Post Edit : ok, seems too large pictures are not your server's cup of tea...
ok, sorry for the eyes, let's get imageshagks...
http://img51.imageshack.us/img51/658/dsc03283zf.jpg (http://img51.imageshack.us/img51/658/dsc03283zf.jpg)
(http://img51.imageshack.us/img51/658/dsc03283zf.th.jpg) (http://imageshack.us/photo/my-images/51/dsc03283zf.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Whoa, looks cool!!!
(ZIP downloads fine. Not sure about large images, got to check the config again - got a terrible headache and can't remember what I fixed and what I didn't. But why not resize the photo anyway?)
Well, it looks really good, this is NOW my favourite palette by far! Different from the original/C64 versions, but still 'dark' and 'morbid' in atmosphere.
I still think 320x200x4 is the way to go, though! Overscan seems a little too 'in your face' for me... maybe I've been playing the C64 too long; like all day today, for example! Anyway, back to it! ^_^
EDIT: Here's the title-screen in the new palette! And it looks fecking brilliant! Take #12; PASTEL YELLOW you fool! D'OH!
Quotegot a terrible headache and can't remember what I fixed and what I didn't.
I'm pretty sure you tried to fix Greece's problems with banks...
:D
anyway, i don't want to resize it because it would lost accuracy...
It's a photo from a CPC monitor...
So if I reduce it it would lost all advantage and purpose : to see how it looks...
Well anyway, we can even see the CRT scanlines rastered zones.... (whatever you call it)
and BTW... imageshag fixed the problem quite well.
Back to topic...
Have anyone thought about the 2x256 wide thingy ?
something like overscanned 512x256 then...
As you can see on the picture, to get it running in vertical 272 is not agood idea...
the screen corner are far to round, it even distort the picture...
so 2 black lines on top and bottom of the sceen is way to go, but on the other hand, horizontal fullscreen (as in StarSabre or Prehistorik2) is compeltely Awesome...
Also rename the game CPC-Anal-Bat... pleaaaaaz.
QuoteIt's 480x320
can anyone confirm this ?
Is it the same with the Flash/PC version ?
The main aim is to keep the X/Y ratio, for the rest, jsut repixelise all clean according to the new size.
To stick to the exact pixelisation is a way to fail due to too much ambition.
if you turn 480 into 384 (theoric CPC horizontal fullscreen... theoric I said...), then the vertical that stick to the ratio is 256 instead of 320...
This would be perfect actually.
Quote from: MacDeath on 20:03, 29 November 11
Also rename the game CPC-Anal-Bat... pleaaaaaz.
http://mobile.casttv.com/video/jg816ba/gloria-allreddemonstrates-anal-sex-with-a-baseball-bat-in-front-of-kids-video (http://mobile.casttv.com/video/jg816ba/gloria-allreddemonstrates-anal-sex-with-a-baseball-bat-in-front-of-kids-video)
(I am sorry! Google is my b*tch!)
Quoteb*tch
Batch ? ;D
Dat's a baffling situation, Batman...
(http://25.media.tumblr.com/tumblr_lhvpyjLUkO1qce0y2o1_500.png)
(http://2.bp.blogspot.com/-F6I-yiMdyl4/Te3x82bjEDI/AAAAAAAABgg/O8EfQVXsAkw/s400/Batman-Superhero-Funny-Cartoons%2B9.jpg)(http://pics.blameitonthevoices.com/092009/batman_responds.jpg)
Here's the one version flashgame I found:
You'll need the Adobe Flashplayer to play it!
(Otherwise open it in your webbrowser)
It's resolution is 480x320
index.php, great I love this game...
;D
;D Rename it to Can_Anal.zip
Quote from: MacDeath on 20:32, 29 November 11
index.php, great I love this game...
Saves fine for me! ^_^
http://cpc-live.com/Canabalt.swf
Ok... PC version is a lot harder than I thought it was gonna be!
Here's the CPC palette version of the PC game... (note the filename! ^_^)
@Gryzor & @DevilMarkus
Sorry guys, today has been file attachment hell! If you're running outta HD space a little, then I'll delete some of my pictures and host them on PHOTOBUCKET! (.jpg heaven!)
Hold on a second
is canabalt
a I Must Run rip off
or the opposite?
"I Must Run" Gameplay on the Nokia N8 (http://www.youtube.com/watch?v=41MZqhLGjdI#ws)
its almost a year that i got I Must Run on my mob
.
If I remember well, this kind of game is far from being new, when i went to Madrid, Deepfriedbrain (Jaimes) even ad an old arcade game that was a precursor for this...
So you can't tell who ripped this first, as it already existed in the 80's.
Builderland anyone ?
This one is also a variation on the theme...
Metrocross too perhaps...
Those two games are even further developpment of the concept because at the time a game sur as cANALblast would have been judged too minimalistic (despite good realisation) and too simple at the time to be a properly released commercial game and would have been at best a type in basic game released in some obscure magazine...
The funny thing is that such old concept and most good old 2D games concepts are released now as if it were new stuff...
Because most poeples simply forgot the past or simply just never knew it (too young).
I can't remember the name of the real original game though.
Perhaps we hould call those "Parkour platformers" or something like that...
also, do you remember those ?
(http://www.cpc-power.com/images/ecran_titre/2280.png)
And notice how it was ripped too at the time and cloned by all sides... :
(http://www.cpc-power.com/images/ecran_jeu2/491.png)
Those are actually even better version of such game concept as it was already "3D"...
Seems like this kind of platform games have no specific name...
So ?
Parkour Platform ?
Railroad Platformers ?
Manic Platform ?
Platform attack ?
Also when I talked about 5th Axis... the sequence when you run straight and must anticipate the arrows which are shot at you...
you can duck, jump or deflect provided the arrow (bolt ? quarrel ?) is up, middle or down...
Even this is a more developped gameplay mod for such game actually...
That's the point.
They put fancy visual effectsbut the game itself is actually Atari2600 like... :D
Ok, one last...
I love
My little Pony : Lesbianism is Magic.
Nyanicorn.
To be fair, sonic the edgehog was even a failed game bacause they tried too hard to get it mariolike platformer while it should have been like this kind of game (but a few parts, like bosses and so on)
Quote from: MacDeath on 13:06, 29 November 11
But on the other hand the parallax clearly has to be done on a CPC version or else it will be dissed but C64fags... er... fans.
The version you guys have been looking at is the "quick and dirty" port and i'd expect that any comparison like that will probably be with the about-to-be-released
C64anabalt, which does a bit more in the way of parallax, has Adam Atomic's blessing and runs from just 16K of cartridge image:
I think MacDeath went overboard with your platformers comparison... :D (Crazy Ball? Damn, my keyboard doesn't have a numerical keyboard so I can't play it, it seems to need a joystick!).
I played I Must Run on my Android much later than Canabalt, btw.
I like the "My Little Pony" game, it's all cute and cuddly and pink and girly.... until you loose a life and you're shown a severed unicorns head :D I bet that ended in tears :D
Summary of this thread so far: 5 pages of discussing the colours to be used, half a page of comparisons to marginally similar games! How about someone actually starts to put together some code?
Bryce.
Quote from: Bryce on 09:32, 30 November 11
Summary of this thread so far: 5 pages of discussing the colours to be used, half a page of comparisons to marginally similar games!
Yep! Can't really argue with that... however, I did get a good 9 hours of gameplay in as well!
If that can help...
(useful to adjust monitors colors levels too)
Quote from: TotO on 10:23, 30 November 11
If that can help...
Can't get it to start...
Quote from: Gryzor on 10:26, 30 November 11
Can't get it to start...
Press [SPACE] for MAIN MENU
then [1] or [2] for CPC or CPC+ palette, [3] for highscores
then [J] or [K] for joystick/keyboard control
then [1] or [2] for 1 or 2 player game
then to start or [R] to redefine keys if keyboard control selected.
Ingame, press [SPACE] to jump, [Q] to quit early and [C] to cheat; then [A] to add 100Km to your distance, [F] to activate flight-mode and [G] to be able to jump 'through' buildings.
I hope this helps! ^_^
Wot, no analog joystick support?
Only supported with 4MB RAM expansion, for accurate look-up table & pre-shifted moves. :(
Quote from: Gryzor on 10:26, 30 November 11
Can't get it to start...
10 MODE 1
20 INK 0,0:INK 1,13:INK 2,26
30 BORDER 0
40 FOR y=0 TO 68 STEP 2
50 FOR x=0 TO 640 STEP 2
60 IF t=1 THEN t=0 ELSE t=1
70 PLOT x,y+68,t
80 PLOT x,y+68*2,1
90 IF g=2 THEN g=0 ELSE g=2
100 PLOT x,y+68*3,g
110 IF h=1 THEN h=2 ELSE h=1
120 PLOT x,y+68*4,h
130 PLOT x,y+68*5,2
140 NEXT:NEXT
(... from BASIC program on last page)
Nice greys, but can they be successfully put into a 'mock-up' screen of Canabalt?
If so, we may have our solution to the Grey-shades problem!
EDIT1: Oh, and 5 DEFINT a-z helps speed things up!
EDIT2: That makes 6 colours (including BLACK) and we only need 5 (for a C64 conversion), so I would say removing the WHITE/BLACK stipple.
Quote from: tastefulmrship on 13:20, 30 November 11
(... from BASIC program on last page)
Nice greys, but can they be successfully put into a 'mock-up' screen of Canabalt?
If so, we may have our solution to the Grey-shades problem!
EDIT: Oh, and 5 DEFINT a-z helps speed things up!
If you could do this:
For every greyscaled tone create 1 screenshot (With only the area shown which has this grey value)
Then I could merge them together (perhaps)
Wait!!! Do nothing...
Will code a little prog which transforms a 8 coloured png into this dithered format!
so B&W dither is actually a little brigther than normal grey ?
Even on a real Monitor ?
I learnt another stuff then...
This would be a good thing : the game would be in 3 inks only so we may have 1 spare ink for the various masks...This may help a little bit with parallaxes perhaps...
Result:
Edit: Original source png attached
QuoteWill code a little prog which transforms a 8 coloured png into this dithered format!
there are 6 "colours" (shades) produced with this system actually... (or 5 ?)
True but I downgraded the screenshot from 24 bit to 8 colours.
But only 6 colours were used.
(one was almost white so I set the output result here to white, too)
Even when 'blown-up' to WinAPE double size, it looks nice. Any chance of down-sizing it to 320x200?
What would the 3rd PEN colour be? Would it need one?
This thread helped me to understand that the real old monitor can be tweaked and that CPC's mode1 fine pixels can simply have far better dithers than speccys blockiers pixels... 8)
The only limitation is that we have to get those graphics spread on a greater surface so we can put those ditherings with sharp and precise limits to get a clean result.
We will certainly need to update the "video modes" wikipage... or perhaps create a new one ?
QuoteWhat would the 3rd PEN colour be? Would it need one?
As I said, there is a technic that enable to use one ink to put a mask on a graphic so you get the transparency ink...
It is better than a 1bpp mask as it use no extra bits.
The only drawback is that you have one less ink for the masked stuff (see the various speccy ports topics).
In a sense it is a bit like the "composite tweak" video modes on good old american computers (like CGA or APPLE2...).
It is a way to have more "colours" but to have precise designs you then need to spread on a larger surface.
anyway some elements would need to be re-assigned a different colour than the one in the original game.
As I told, the corridor is a bit too dark there...
Also we don't use a "dark grey" but black, so the whole game is darker.
in a sense it would be better to actually use the 6 shades produced by this dithered palette...
Remember this example for the corridor.
(http://www.cpcwiki.eu/forum/index.php?action=dlattach;topic=2995.0;attach=3320;image)
The pitch black ink (undithered) would then be used mostly for the sprites and to get more precise shapes.
Ok, then.
Is it worth converting some of the original graphics into these grey-scale colours (or even the BLUE/YELLOW combination as well)? Just to see where some of these INKs can be changed.
And if we're going back to the ORANGE palette, doesn't this remove your transparency INK? Would it really work with shades?
Mmmm... maybe not!
Or with this palette:
0,3,15,26
Or 0,10,20,26:
Edit: The guy's sprite I would do in black/white only so he's got a better contrast to the scene
There, an "original working base" with a palette panel in a corner, i hope this may help a little bit, I also added a few pitchblack pixels...
I put extra colours so it is easier to work on a PC, but to get into a CPC those would have to be turned into proper CPC Mode1 x4 inks, perhaps as indicator for the dithered colours...
I also removed the white line on top.
QuoteAnd if we're going back to the ORANGE palette, doesn't this remove your transparency INK? Would it really work with shades?
Grey+B&W is a 3 colour palette.
This enable 3 ditherings...
B&W, G&W and B&G.
With a 4 colour palette it enble a bit more extra dithered colours... no not all of them would be used...
Provided we use "monochromatic palette"...
exemple : Black, DarkRed, Orange, White/PastelYellow...
This is a sort of monochromatic palette...
(http://www.cpcwiki.eu/imgs/5/51/Mire_CPC.png)
See ?
it is a "diagonal"... smooth gradiant from "Red" to Yellow"...
So such 4 colour palette would anable 4! Colours (with ditherings or not) = 10 combinaison or pure colours.
Far too much as needed and few of them not really in the "monocolour" range.
Black, DarkRed, Orange, PastelYellow...
would be this additionnal dithered palette :
Black+DarkRed.
Darkred+orange.
Orange+Pastel yellow.
The extra ones would certainly be "out of tune"...
to dither DarkRed with Pastel Yellow would simply give a less smooth orange, which we already have...
While a Black+Pastel Yellow would be out of tune.
but I may be wrong of course...
this make up for a total of 7 usable colours... which may be good as Black is not to be used that often (see the "original working base with added black).
Because to "simply" replace the darker grey by black is far too dark and not that suitable actually.
Quote from: tastefulmrship on 14:11, 30 November 11
What would the 3rd PEN colour be? Would it need one?
Well, to keep it as original as it is, I only would use 3 colours.
(When using the grey scale I attached some replies ago)
A good point with such project would be to prouve the retro comunity that the Amstrad CPC can into Grey and Browns just as much as the C64 could...
;)
so getting into those 2 pure grey or brown palette would be great...
would darkRed+PastelYellow product the same effect as B&W with grey ? a darker orange ?
perhaps...
If so, the graphics would be exactly the same, just replace Black by Darkred, Grey by Orange and White by PastelYellow.
anyway, the palette debate seems now done...
Next step is a Coder to tell us the resolution/screensize that will be used and what scrolling and parallax effects could be implemented.
less paralax = less backgrounds layers...
Also, what background animations could be done (if any ?)
Another idea... here is a try on the extended "brown" palette.
It would use and additionnal grey in order to mix it with Orange but alos Pastel Yellow or DarkRed... how would it blend on a real machine ?
This could be used for the background layers so they get separated visually with the foreground layers (sprites and buildings)
Backgrounds would be in full Grey-ditherings (so 3 colours...Grey+Red, +orange and +yellow) and foreground would use the grey as masking ink so wouldn't use it at all...
why not...
Quote from: MacDeath on 15:23, 30 November 11
A good point with such project would be to prouve the retro comunity that the Amstrad CPC can into Grey and Browns just as much as the C64 could...
Tried a load of colours and YELLOWs fail, RED+DARK RED is too dark, but ORANGE+DARK RED isn't too bad!
(Not as good as WHITE+BRIGHT WHITE)
EDIT: Can someone knock-up a simple full-screen hard-scroller so we can add converted graphics to it and possibly see it in action?
There another kind.
perhaps the "monoblucyan" with white instead of pastel cyan...
The perhaps good point with this system is that the backgrounds layer have a united grey dithering... which give a foggy feeling... but It would need to be tested on real monitor to be sure it doesn't fail miserably. ;D
If you look the grey used in the original, half of them are a bit in the blue-cyan zone actually...
As you can see with the last 2, having a free ink could enable to choose between a monocolour or a bi-colour game.
Quote from: MacDeath on 16:31, 30 November 11
As you can see with the last 2, having a free ink could enable to choose between a monocolour or a bi-colour game.
Yeah, and either DARK RED or DARK BLUE seem to look ok. Give that Film Noir atomsphere!
EDIT: And, our olde friend, PASTEL YELLOW & PASTEL BLUE!
While these two look beautiful, I still insist no more colour should be added - stay faithful to the original...
I would add an option to the cpc version that lets the user change the colors and shio the game in the original grey by default.
Yeah, tastefulmrship suggested this a couple of pages ago, I think it'd be nice.
Quote from: Gryzor on 17:19, 30 November 11
While these two look beautiful, I still insist no more colour should be added - stay faithful to the original...
I understand your concerns, however I feel the CPC version (if one will ever see light of day) should have its own flavour.
robcfg is right (in his post above), we should have an option to change the palette to suit the player's taste. This means we can stay faithful to the original, OR have our own CPC palette combinations. Maybe even include MEGA MIDNIGHT THUNDERSTORM MODE!
Quote from: Gryzor on 17:22, 30 November 11
Yeah, tastefulmrship suggested this a couple of pages ago, I think it'd be nice.
Actually, it turns out
MacDeath also suggested this on the first page! I only read it a few minutes ago when I thought I'd go through the thread properly. Infact, a lot of people have edited posts since yesterday... it makes for quite an interesting read!
Oop! Sorry, MacDeath!!! Slip of tongue. Yeah, I think this would be the best...
Thx for due credits...
::)
The point is, with the last solution I gave, to switch between full grey or Grey+other colour is actually not a problem as we use the benefit to have a free ink.
If this free inK is also Grey (sorry the official name is white but you know it is boring to differenciate between white and bright white...) then you have the faithfull stuff...
But with exactly the same tile set, just to change one of the grey with another colour is simply perfect to get mixed atmospheres.
Anyway the real challenge again will be to get a smooth and fast game with awesome paralax effects...
You know ? those paralax coders often tell us it is impossible to achieve on CPC...
The dreaded Shadow of the beast multiscroll+ the big trees that cross all scrolling zones...
On the other Hand, a free ink could help with some raster effects (perhaps more on PLUS) such as the background in prehistorik2...
Good with grey and darkcyan too.
Also we never tried in green yet...
Some interesting works here. :)
Some tiles:
4 colours (4th is green = transparent, so ahaaaaa we need a mask!!!)
(More will follow if you like them)
The gaming principle of the Canabalt remembers me about the very first games of the 70ties & 80ies.
It's just a small sprite moving to the right until it falls in a hole.
I'm curious if there is really interrest in such a game for the CPC???
Me thinks it would be a nice game to play on the CPC.
And it would be also quite a challenge to code that paralax scroll... 8)
Quote from: robcfg on 22:55, 30 November 11
Me thinks it would be a nice game to play on the CPC.
And it would be also quite a challenge to code that paralax scroll... 8)
Interesting ;)
Forget about the parallax scroll in the way they show it there in that youtube videos... I don't say it's not possible, but it suxx to code that kind. If a parallax scroll similar to that "Altered Beast Demo" would be used, that would be different, more easy to do. Or for example also Sub-Hunter. Smaller screen though.
However parallax scrolls like shown in the videos, that's no fun coding it on CPC. If you do that - hehe - then you really have only cpu time for one very small sprite - hahaha.
Let's think about it as an interactive demo...
You got a good way to look at things :)
Quote from: MacDeath on 17:56, 01 December 11
Let's think about it as an interactive demo...
That describes the majority of newly developed games for the CPC pretty accurately...
Getting back to topic...
Winners don't use palettes, hehe!
As Canabalt is essentially grey, would it be possible to use mode 2 to simulate mode 1 pixel while using patterns to get the different shades of grey?
Wouldn't be as smooth as using 3 colours yet larger pixels.
I guess...
Quote from: robcfg on 17:05, 03 December 11
As Canabalt is essentially grey, would it be possible to use mode 2 to simulate mode 1 pixel while using patterns to get the different shades of grey?
Beware , on CTM if you apply this on tall surfaces you'll take the risk to have awfull moirure effects :(
Why not trying a Mode1 and 2 only demo then ?
Just to show peoples that those can be very colourfull modes too...
QuoteBeware , on CTM if you apply this on tall surfaces you'll take the risk to have awfull moirure effects
I found out that even big dithered surface in mode1 produce such moirure effects...
But I suppose this is even worse in mode2...
Closed...
Well, there's a better solution than locking a potentially great thread. I'm reopening it and removing the irrelevant stuff...
Quote from: Gryzor on 09:01, 04 December 11
Well, there's a better solution than locking a potentially great thread.
I think the thread has served its purpose and shown people how MODE1 could be properly used in the future, but I fear CPCanalbat (as a project) is dead.
As a fond farewell, here's the CPCanalbat title page in our original BLUE, GREY and CPC-YELLOW palettes.
Here's to what COULD have been!
EDIT1: Apologies to everyone for being the one who threw this thread into obscurity with banal postings of incongruent crap!
EDIT2: Edited posts to add a few more colour choices on pages 1 & 2.
EDIT3: Someone issued a CALL &BC02 to one of my pictures, I apologise!
Quote from: tastefulmrship on 09:49, 04 December 11
I think the thread has served its purpose and shown people how MODE1 could be properly used in the future, but I fear CPCanalbat (as a project) is dead.
So should we lock all threads and projects we may consider 'dead'?
Quote from: Gryzor on 16:42, 04 December 11
So should we lock all threads and projects we may consider 'dead'?
This would render "considered dead" into "absolutely dead".
Why don't give you guys that idea a break and sleep over it?
I can tell that now... I thought about using my Game engine for a CPCanabalt, but for some reasons (mainly time) I frooze that project. The introduction of parallax scrolling would be too time consuming, but this doesn't mean that there will be no CPCanabalt in future. I guess somebody else is already working on it.
Aw, come on, just read in RG that there exist not one, but TWO Canabalt versions for the c64... Darn.
...and last night I read (again in RG) that the C64anabalt is really nice. It is, indeed!
C64anabalt - Official conversion of Canabalt for the C64 (Final) (http://www.youtube.com/watch?v=J1INJ2tAEsc#)
They got 20x more coders etc...
I bought it some time ago, and I have to say that it's a pretty good game on the C64.
I mean, there had to be a game that took advantage from all those grey colors... ;D
Grey machine with grey colours onscreen. Fabolous ;) Looks nice, shaky camera I guess.
But isn't this the speed and smoothness that we get on the CPC when using the hardwarescrolling at full speed?
Sure, but that parallax scrolling is a bit to keep considered.
However, the idea of the game is boring. I played it 3 times (pc) and then I moved on...
I mean... if there would be levels, save points, level codes or so... ok, maybe the CPC version will have them ;)
Quote from: ivarf on 21:02, 25 September 12
But isn't this the speed and smoothness that we get on the CPC when using the hardwarescrolling at full speed?
It appears to be the equivalent of four mode 0 pixels a frame at full speed, but the speed is reduced by collisions with rooftop objects or furniture in the buildings.
The 2600 got it :D
Endless Runner Canabalt Ported To Atari 2600 In JumpVCS | RetroCollect (http://www.retrocollect.com/News/canabalt-ported-to-atari-2600-in-jumpvcs.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RetroCollect+%28RetroCollect+-+Retro+Gaming+%26+Game+Collectors+Community%29)
Take any kind of jump an run game, glue the joystick to the right position. Now delete nearly all features of that jump an run game... what do you get? ......... Right! Canabalt! :laugh:
Quote from: TFM on 18:18, 21 November 13
Take any kind of jump an run game, glue the joystick to the right position. Now delete nearly all features of that jump an run game... what do you get? ......... Right! Canabalt! :laugh:
- glue the joystick to the right position...
Canabalt is one button controlled. Just jump ;)
I keep thinking cannibal. But that's different :laugh:
Anyone for cannibal-alt?
you have to run and eat?
Why not??
I'm also for "Cauldron XII - Don't drink and fly"
Lets do it! :P
Lol ok...
Idea:
In Cauldron 1 you have been playing the hag.
In Cauldron 2 you have been playing the pumpkin.
So:
Cauldron XII - Don't Drink And Fly: Game idea:
You are playing the broom.
The hag is flying on you, but moves randomly. (Because she's drunken)
You have to steer against her movements and avoid obstacles, shoot enemies etc...
You (the broom) have also to find some ingredients, that you can mix a spell, so the hag will be down-to-earth.
use AGD!!!!!!
Make this game :)
I'm really too dumb for such things... But:
Perhaps we find a coder? ;)
AGD can't scroll, but a coder could be found... ;)
Quote from: Devilmarkus on 20:57, 22 November 13
I'm really too dumb for such things... But:
Perhaps we find a coder? ;)
I am really really too busy to help at this time.
Still, it's a great idea for a game; and given it can probably be done for cheap, in terms of memory, maybe it could be an entry for the next 16KB compo :)
One year ago I saw a Canabalt clone running on the CPC. I would say it was 70% finished, the 50fps parallax scrolling and the animation of the figure were just great! Sometimes it's sad, that such very impressive and already working projects disappear after a time without getting finished completely :(
Perhaps the coder/team got stuck on something and need some help or inspiration to complete it?
It is sad because I think it's close enough to finish.
QuoteOne year ago I saw a Canabalt clone running on the CPC. I would say it was 70% finished, the 50fps parallax scrolling and the animation of the figure were just great! Sometimes it's sad, that such very impressive and already working projects disappear after a time without getting finished completely
"My plan was just as planned, and perfect, I created the perfect game engine, fast, smooth and multilayered in only 64k... this clone was even better than its original !
Millions would bow before my genius and CPC would shine above C64 at last... then I realised I only had one grey and so this was due to be epic failure.... damn it, how could I fail so close...
I'll got you next time C64 !!! Damn you !! it was foolproof, foolproof !!! I shall get my revenge one day, and even speccy shall bow before me for all the previous humiliations.."
>:(
Hm, I wonder if there's anything that can be done in terms of persuasion...
Quote from: MacDeath on 22:50, 10 August 15
"My plan was just as planned, and perfect, I created the perfect game engine, fast, smooth and multilayered in only 64k... this clone was even better than its original !
Millions would bow before my genius and CPC would shine above C64 at last... then I realised I only had one grey and so this was due to be epic failure.... damn it, how could I fail so close...
I'll got you next time C64 !!! Damn you !! it was foolproof, foolproof !!! I shall get my revenge one day, and even speccy shall bow before me for all the previous humiliations.."
>:(
You can always use a Plus ;D ;D
Quote from: Prodatron on 19:18, 10 August 15
One year ago I saw a Canabalt clone running on the CPC. I would say it was 70% finished, the 50fps parallax scrolling and the animation of the figure were just great! Sometimes it's sad, that such very impressive and already working projects disappear after a time without getting finished completely :(
Maybe we should ask him to finish it next month :D. Well... last time I saw it, it didn't run on my / real machines, because it was coded on an emulator, which has a imprecise CRTC emulation. The demo itself was already _very_ impressive and it would be awesome if he would work on it again.
Yes, let's try it! :)
Two are not enough! Let's form a triumvirate and ask him together next month. >:-)
Count me in.
So... who is coding it actually? :o
QuoteYou can always use a Plus
Damn you keyboard scan bug !!!! another epic fail.... I'll got you C128 !!!! on day...
Quote from: TFM on 22:23, 11 August 15
So... who is coding it actually? :o
not me!
Quote from: TFM on 22:23, 11 August 15So... who is coding it actually? :o
Excellent question! But one where those who know about it were sworn to silence.