Found again on cpcrulez :
(http://img69.imageshack.us/img69/1779/backscr.png) (http://img69.imageshack.us/img69/8277/onedc.png)
(http://img855.imageshack.us/img855/3097/always1y.png) (http://img803.imageshack.us/img803/6767/always2.png)
(http://img850.imageshack.us/img850/8063/always3.png) (http://img855.imageshack.us/img855/4466/godfont.png)
(http://img607.imageshack.us/img607/5809/guard21.png) (http://img163.imageshack.us/img163/624/guard22.png)
(http://img705.imageshack.us/img705/193/bits1a.png) (http://img339.imageshack.us/img339/1276/bits1b.png)
(http://img694.imageshack.us/img694/9498/bits2a.png) (http://img818.imageshack.us/img818/5135/bits2b.png)
(http://img547.imageshack.us/img547/4435/guard11.png) (http://img827.imageshack.us/img827/774/guard12.png)
(http://img812.imageshack.us/img812/1233/guard42.png) (http://img708.imageshack.us/img708/8687/guard41.png)
(http://img266.imageshack.us/img266/6016/guard31.png) (http://img195.imageshack.us/img195/3860/guard32.png)
(http://img822.imageshack.us/img822/9365/obj1.png) (http://img20.imageshack.us/img20/2302/obj2.png)
(http://img849.imageshack.us/img849/4151/payoff.png)
Plus version :
(http://img826.imageshack.us/img826/1779/backscr.png) (http://img62.imageshack.us/img62/7422/oneass.png)
(http://img818.imageshack.us/img818/381/always1.png) (http://img560.imageshack.us/img560/6767/always2.png)
(http://img825.imageshack.us/img825/8063/always3.png) (http://img189.imageshack.us/img189/4466/godfont.png)
(http://img12.imageshack.us/img12/5809/guard21.png) (http://img706.imageshack.us/img706/624/guard22.png)
(http://img594.imageshack.us/img594/193/bits1a.png) (http://img89.imageshack.us/img89/1276/bits1b.png)
(http://img593.imageshack.us/img593/9498/bits2a.png) (http://img35.imageshack.us/img35/5135/bits2b.png)
(http://img811.imageshack.us/img811/4435/guard11.png) (http://img824.imageshack.us/img824/774/guard12.png)
(http://img163.imageshack.us/img163/1233/guard42.png) (http://img268.imageshack.us/img268/8687/guard41.png)
(http://img153.imageshack.us/img153/6016/guard31.png) (http://img515.imageshack.us/img515/3860/guard32.png)
(http://img62.imageshack.us/img62/9365/obj1.png) (http://img580.imageshack.us/img580/2302/obj2.png)
(http://img17.imageshack.us/img17/4151/payoff.png)
Where abouts was this on CPCRulez?
Do you have a direct URL?
They're some nicely done tilesets. It'd be good if you could include the artist's name or contact info if it's available in the same place so the images don't get used without accreditation/permission.
The artist is MUSICMAN3512 in the French forum. I don't know anything about him beyond that.
Excellent work!
Thread in cpcrulez.fr:
http://cpcrulez.fr/forum/viewtopic.php?p=22661 (http://cpcrulez.fr/forum/viewtopic.php?p=22661)
This is not really exploitable as it is...
Just check those sprites and tiles surface...
one screen being 16K... remember those 16biters had 512K which on a CPC graphics would be equivalent to 256K.
Even on a 128K machine it would need to drastically reduce the content.
Also those graphics are quite automatically ported, hence the delicate ditherings from the 16bit versions turns into straight horizontal lines...
Needs to be re-dithered by hand as I showed in the thread.
And we all know ditherings is not well compatible with Data compression as well.
But hey, Robocop2 and Navy seals are excellent on good old Amstrad PLUS cartridges... Gods could benefit from such an engine and graphics.
Have my mockups with a few re-dithered tiles.
Holy shit.
Second that, McKlain! :D
Gods was a particular favorite of mine on my STFM. The French mockups are fantastic, but I think MacDeath is right... though the second mock-ups are great-looking, too.
I think it would be extremely ambitious - this is a very big game, very rich content. Still, doesn't hurt to dream...
Would LOVE to hear the "Into the Wonderful" tune on a CPC though :D
Waaaa-a-aaaaa-a-aaaaa-a-aaaaaa-a-aaa-aaaaa!
Do anyone besides me prefer the CPC mockups over the CPC+ ones?
Not on this one, colors look so close to the original on CPC+ that makes me drool... :P
Quote from: ivarf on 08:19, 20 May 13
Do anyone besides me prefer the CPC mockups over the CPC+ ones?
In MacDeath's post I certainly do prefer the regular CPC screenshot over the Plus version. The colour scheme gives it a much more interesting atmosphere and a unique feel whereas the Plus palette just makes it look too much like the ST and Amiga versions that I'd rather just play the 16 bit version (with it's square pixels) instead if I wanted to play Gods (which I likely wouldn't because I was never a fan of it and found it to be an extremely average game at best despite being a fan of the Bitmaps) thus rendering a CPC+ version somewhat pointless in my opinion. But I've never been fond of the CPC+ computers so that's probably one reason why.
Yeah, they look great but I was never a fan of Gods in regards to its gameplay.
Most of the Bitmap Vandals stuff (Magic Pockets, Speedball etc) ports very well graphically from the ST version to the CPC so it might be better to choose a more suitable game for such a project...!
On a CPC , the Palette I tried makes it look like the EGA version, but of course it may be possible to do something different.
The ST palette is quite... lazy IMO.
Yeah, long gradients, but actually few hues...
I mean, Dark greyish blue and slightly pinkOrange... that's all. just get hem in dark or bright.
The mixed dithering of Blues and orange is great anyway but perhaps too rich.
The EGA had it that it has to handle this game with a really simplified palette... basically a Speccy like palette with two greys.
The CPC can actually do slightly better because more hues... just one less grey and bigger pixels (which is not really a big problem actually).
Bitmap brother's graphics were so great and iconic from that time.
A "blue/orange" palette will look more "bitmap brothers" on a CPC, than purple.
(http://img97.xooimage.com/files/2/f/5/gods-mode0-palett...done-big-3e56704.png) (http://img97.xooimage.com/files/2/f/5/gods-mode0-palett...done-big-3e56704.png)
Of course but Amstrad CPC clearly lacks the Oranges and Browns to do it well enough...
But if someone wanna try some palette editions on those mockups, I would love to see how it can look with someone's else ideas.
Magic pocket or Xenon 2 weren't that bad in blue... I played a lot on Xenon2 in EGA anyway, which may explain.
And as I told, it looks quite EGA like this.
BTW... concerning this new mockup :
Cleaned a bit, used orange as a way to have stuffs that would stand out over the background...
Sprites, Scales and so on... Also the scores/HUD.
Used the grey a bit, as it could be interesting to have it for a few sprites or projectiles or whatever...
I slightly simplified a few tiles but most of this mockup is not really done with a CPC working game and machine specs in mind...
I guess Carnivac wouldn't mind the palette I chose. ;D
Still a few tiles are not re-dithered... but who cares?
Ok returned it into ST palette... this picture actually use quite few colours, but there are no sprites and possibilities to get something "better".
(http://img98.xooimage.com/files/b/7/f/gods-mode0-palett...done-big-3e56f59.png)
There is a java remake (http://jotd.pagesperso-orange.fr/gods/), that include level maps, sprites, sounds, source, etc... and maybe could be useful for a CPC conversion :)
Or a "CPC" skin for this Java game... ;D
Quote from: MacDeath on 21:17, 20 May 13
Of course but Amstrad CPC clearly lacks the Oranges and Browns to do it well enough...
Magic pocket or Xenon 2 weren't that bad in blue... I played a lot on Xenon2 in EGA anyway, which may explain.
I actually really like this palette for this tiles, but it has the feel of a castle / house type game with these colours. Not a bad game, but somehow I'd expect it to be more "cute" than Gods...
Quote from: MacDeath on 21:17, 20 May 13
Cleaned a bit, used orange as a way to have stuffs that would stand out over the background...
I know these colours are true to Gods, but the ladder along with this palette made me thick more of Rick Dangerous! :)
Yes, again I used the same trick i used on RickDangerous128PLUS.
tried to get Background and foreground using slightly different colours, and those orange ladders are finally somewhat similar to those in Rick.
Also, side plateformer 2D maze game with a lot of stones and bricks...
Quote from: MacDeath on 22:51, 20 May 13
Or a "CPC" skin for this Java game... ;D
Ooh yes, much more feasible and still would be very interesting!!!
Quote from: ralferoo on 09:20, 21 May 13
I know these colours are true to Gods, but the ladder along with this palette made me thick more of Rick Dangerous! :)
...which isn't half bad :D But you're absolutely right, someone could actually do aremake/sequel of Gods for the CPC in RD style!
Yeah, the way deliverance looked on 8bit compaired to 16bits... :laugh:
Chibbi GODS.
The Bitmap Brothers - Gods Support - Maps (http://www.bitmap-brothers.co.uk/support/gods/maps.htm)
Level maps are quite huge as well...
May need to be reduced IMO... perhaps cut those levels un halfs and get more levels then.
Most probably. More sides for the data, but who cares.
What I find sad is:
We often find cool mockups and tiles and gfx here...
But, seriously, has any game of these ideas been finished?
Sure, the GFX look nice but for what are they good for, when they lay here in the forum?
In a few weeks there has dust grown over...
One example:
Game idea - CPCanabalt? (http://www.cpcwiki.eu/forum/games/game-idea-cpcanabalt/)
Quote from: Devilmarkus on 11:55, 21 May 13
Sure, the GFX look nice but for what are they good for, when they lay here in the forum?
Because sometimes people come across some mock-ups, it reignites their interest in the CPC and they go on to develop something (http://www.cpcwiki.eu/index.php/Amstrad_CPC_16KBs_ROM_Game_Development_Competition_2013). :)
More so, things like R-Type owe much of their existence to early mock-ups and speculative chat about the feasibility of a remake. Have people forgotten that already? ;)
According to the maps at Bitmap Bros site, most levels would need a reload of datas between each "world"...
Each level being like 3-5 "worlds".
The game keep memorising where untaken bonus' are on the map so you can come back to take them later or have to open some part or take a key elswhere before you come back for the thing.
Lot's of exploration in this game.
This system can be quite demanding on a 128K only machine, so yeah, needs to reload Map Datas between each sub levels.
Even for BossFights, as each boss easily needs a whole 16K screen for its sprites...
Concerning the " sprite graphical scale reduction", let's think about deliverance.
16bit :
Deliverance_MSTE.avi (http://www.youtube.com/watch?v=Hje9gpvVtTQ#)
big sprites... really big!
8bit :
[AMSTRAD CPC] Deliverance : Stormlord 2 Longplay (http://www.youtube.com/watch?v=BiQ1G80jaks#)
(Ouch, those C64 ported 4 colours sprites hurt my ego)
Deliverance - C64 - Gameplay vid (http://www.youtube.com/watch?v=TqCjgKFNZ-U#)
Not as big, quite like Stormlord 1 actually, but slightly bigger though.
it's like when you compare Prehisotik1 & 2...
I guess the hero's sprite would be like "1 head shorter" in proportions.
No real need to actually rescale the background though, just simplify a bit the number of tiles (those are Mode0 8x16 pixels = 16x16Mode1...).
I think Deliverance ain't the best possible subject for this kind of comparison as 8-bit and 68000 versions are pretty much completely different games sharing just small amount of common elements. Shadow Of The Beast is much better example, just take a look on original Amiga version and check out how different ports for lower platforms have been done: Biggest differences are in background graphics while proportions are handled by either zooming playfield in a bit and/or decreasing the general dimensional factor between objects depending of each platform's technical limitations but contents are always more or less the same.
probe savage managed big detailed sprites
Hm, looking at the comparison videos of Deliverance there the 16 bit version looks quite bland. The 8 bit versions look much more fun. In my opinion the CPC version scrolls better than the C64 version which seems to try to go so smooth it keeps having to play catch up with the player which is really annoying.
Savage
[AMSTRAD CPC] Savage Longplay (http://www.youtube.com/watch?v=VpKCM5eAlsM#)
Quote from: dcdrac on 10:46, 24 May 13
probe savage managed big detailed sprites
Yeah, by using compression and real-time decompression.
No mean feat. 8)
Couldn't make room for jumping sprites though, eh? :)
Could have done what I do with my project and simply re-use frames from the run cycle. One for jumping up and one for falling down.
GDOS = GraphicalDOS? Nice mouse pointers and icons!
Well, looks promising. Does it support 4 MB RAM?
I know is an older topic but I played a bit with the palette and created a "greenish" version of GODS mockup. 14 colours has been used (still 2 free colors for other purposes). Only palette rework on this mockup. It needs a lot of work with tileset for a good colour adaptation.
Anyway, here is it. ;)
I think the CPC's palette doesn't match precisely the original in terms of green, but it does look lovely!
Gods on the CPC would be grand maybe a plus version too/
...a good exemple of the power of the X-MEM ? :P
There's a Stormlord 2 :o
i loved the first one. Even discovered a cheat.
enter as many M's or W's and it would give extra lives or jump to later levels can't remember what it did
stormlord 2 was called deliverance I think
Wow, a necromancer cast animate dead on this topic...
(http://www.cpcwiki.eu/forum/games/ready-to-make-gods-on-cpc/?action=dlattach;attach=13090;image)
I tend to dislike the mix from DarkRed to green in general.
Here it is not as bad as I would think actually.
In my mind many tiles should actually use less colours for a CPC version, as old CPC simply doesn't have enough hues for huge gradiants.
otherwise, looks quite warmer palette than the blue and purple one I used (the EGA like one)
Also looks like gutters level.
The green gives it some kind of mossy touch. Great for old towers and castles.
Quote from: TFM on 03:52, 02 November 14
The green gives it some kind of mossy touch. Great for old towers and castles.
My thought exactly; looks a bit strange at first but indeed it's castle walls we're talking about...