Started by sigh, 18:17, 07 December 10
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Quote from: Gryzor on 14:48, 11 February 11The bare-chested version looks kind of greenish. Better go with th whit vest one If we had more pixes to toy around with I'd tell you to add a Speccy logo on his shirt
Quote from: sigh on 17:38, 11 February 11Any answers to the scrolling question?
Quote from: redbox on 19:41, 11 February 11It's possible, but it depends on whether your coder wants to take the task on or not - and that in turn depends on a lot of aspects regarding the rest of the game engine...The graphics are looking great btw, would love to see some mock-ups with the backgrounds when they're ready.
Quote from: Axelay on 12:14, 12 February 11Looking at Dragon Ninja, it is 2 pixel scrolling. Another example of reasonably good 2 pixel push scrolling would be Stormlord I guess. Some sluggish examples would be Beyond the Ice Palace and Ninja Spirit. The first stage of Dark Fusion is a platform shooter push scrolling that is quite smooth when the action is light. I suspect none of these games have the sprite size and count you are after though.The Contra & Sisters games use hardware 2 pixel scrolling to my knowledge, not used much. Examples of that in platform games would be Super Cauldron and Ghouls'n'Ghosts. GnG isnt a helpful example as it sacrifices colour for speed. Super Cauldron (and Prehistorik 2) both have nice smooth 2 pixel hardware scrolls, but their sprites update at significantly lower rates. And they all use 'surge scrolling' as the scroll would be too fast otherwise. Again, none of these games have the kind of sprite size and count you'd be looking at, I think?
Quote from: Briggsy on 19:25, 13 February 11MacDeath - on the contrary, for subtle highlights in the background, you should use the colours around the grey. I prefer sigh's mockup - the characters stand out whilst the background is still interesting and gritty. We're aiming for inner-city here, not Dynamite Dux.Although I do wonder how all these screens of graphics will fit into memory!
Quoteon the contrary, for subtle highlights in the background, you should use the colours around the grey. I prefer sigh's mockup - the characters stand out whilst the background is still interesting and gritty. We're aiming for inner-city here, not Dynamite Dux.
Quote from: arnoldemu on 10:39, 14 February 11Take a look at Grell and Falla this uses hardware scrolling, but I don't think it's push scroll as seen in others like Prehistorik 2.
Quote from: MacDeath on 13:05, 14 February 11Yes, but take the exemple of the street tiles...only grey and darkcyan : no contrast, and not the dark and gritty feeling.you can of course mix DarkCyan and grey if you want, but need to put some black too... and perhaps a few dots of pseudo white (very light yellow, green or cyan...)
Quote from: sigh on 03:44, 15 February 11An unfinished update:
Quote from: MacDeath on 11:08, 15 February 11Of course as it is on modern computer his is a state of the art in the matter... with a virtually unlimited supply in sprites and tiles...And far more colours to choose from... That's also why I love the Amstrad PLUS...
Quote from: Briggsy on 19:48, 15 February 11Some graphics ideas:Options for the alleyway - bins or dumpster. Newspaper pages blown against walls. Chainlink fence in background (with city skyscrapers beyond and a sunset for some colour where characters don't appear). Burned out car!Options for road - double yellow lines. Pedestrian crossings. Drain covers. Manhole covers. Just wish the CPC had a darker grey to use here for the tarmac...Other 'flair' - signposts (no parking, fine for dog mess, etc), lamp posts.
Quote from: sigh on 20:39, 15 February 11The latest update: Not to sure how I'm going to optimize the crack tiles yet...
Quote from: redbox on 21:07, 15 February 11I think the alleyway looks really great - murky and dark, just as it should be.The cracks in the road don't look like they follow the isometric form though, they just look like the run straight along and down. Not sure how this would be sorted though?
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