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Sorcery plus - New/Old Plus remake

Started by Trebmint, 14:15, 25 September 13

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Trebmint

Quote from: Sykobee (Briggsy) on 10:29, 15 October 13

I guess that you could hide the energy, item carried and book at this point to reuse these sprites for the multiple sorcerers?


Isn't that a lot of memory to use just for the logo, btw? I guess if it is available then it's no big deal.


Obviously before Sorcery used the whole of the #c000 - #ffff for screen, but the bottom panel is in effect filled with not much (the part in mode 1). The new idea is to make the screen bigger by using the 6 line panel again so the screen is not 200px high but 248px by using a split. Obviously I cant show the same things twice so the logo you see drawn at the top in effect avoids and uses a different palette from the panel at the bottom. The bottom panel really now only contains a mode 1 line saying where you are and at the very base the words item, time, energy the rest being made up by 14 sprites. These actually exist with the logo twice but using ink switching to hide it. I have toyed with the idea of putting a very faint version of the logo at the base too, but I dont think it will work as well and make the trick obvious

Trebmint

Quote from: TotO on 10:46, 15 October 13
Damned... My grid was set on 10x10 instead of 8x8 pixels... So does 160x40 instead of 128x32...
I'm sorsorry.  :(


I would like to do the logo mode 1 and massive.... but its not super easy. Will have a look again at palette switches every 2 lines say

TotO

#52
Quote from: Trebmint on 10:58, 15 October 13
I would like to do the logo mode 1 and massive.... but its not super easy. Will have a look again at palette switches every 2 lines say
I was drawing a mode 1 palette switches every 4 lines while you write that.  ;D
But, I can draw a 2 lines switchs to look better.
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

Trebmint

Hey ToTo. This is how my screen is laid out. I've effectively put the bottom panel on the top.

Currently the top panel is 8 lines Mode 1, and changes to Mode 0. If you want to redraw the logo in Mode 1 you can do palette changes every 2 or 4 line. 4 Lines is better for the processor, and dont forget you have the whole 4096 colours.


However the last 8 lines need to merge with the words "time", "energy","item". Obviously these will now need to be done in Mode 1 which is better and just 1 ink colour... which means the bottom of the S and the axe have to use only 2 colours + background. The ink for the writing cant be used.


Why not stretch the sorcery logo a bit too so its more that 160 wide. You can actually the entire thing except the top and bottom 8 pixels with what you like. Sorcery 2012???? or some fancy design either side of the logo

TotO

I have the whole 4096 colours, but I can't use more than 4 each 4 lines...  ;)
But I will take a look for using more. Thank you.
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

Trebmint

Quote from: TotO on 12:05, 15 October 13
I have the whole 4096 colours, but I can't use more than 4 each 4 lines...  ;)
But I will take a look for using more. Thank you.


If it helps you can have a split every 2 lines apart from the last 8 lines of the 40 (Because they need to include the text)
Obviously the first ink is always the dark grey blue of the background colour. That's 16 colour changes of 3 colours = 48 potential colours. I realise they will be less.


Also you need to allocate them in dark to light order to avoid overrun on the palette change. Unfortuantely each ink take 3 characters widths to change meaning if you change a blue to a red it might happen a bit way across the screen. So its better to make a red change to a nearish red colour to reduce this effect.


I would like to add 2013 to Sorcery logo... Possible. You do have 320 pixels width now to play with

TotO

#56
After, to be honest, I'm not fan about filling screens with the game title... Because that add nothing to the game itself.
And at end I suppose that will have a side effect on the ingame display performances.

With Mode 1 and 2 animated sprites (candel), you can get a nice result on the HUD and keep the 320x200 original ratio to look more "16-bit".
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

Trebmint

Seems like im in a minority of 1 who hates massive borders. Project canned

McKlain


redbox

Quote from: Trebmint on 13:59, 15 October 13
Seems like im in a minority of 1 who hates massive borders. Project canned

That's a shame.

Seems to be a recurrent theme on this forum; people ask for opinions, get lots of them, throw toys out of pram and then quit project.

Not sure about the solution though.

TotO

#60
Quote from: Trebmint on 13:59, 15 October 13
Seems like im in a minority of 1 who hates massive borders. Project canned

Hey!

I was just proud to help you... It's a strange reaction that you have here.  :o
If what I done not make you happy, just ignore it. It's your project!!!

Good luck,

  TotO.
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

Trebmint

Quote from: redbox on 14:13, 15 October 13
That's a shame.

Seems to be a recurrent theme on this forum; people ask for opinions, get lots of them, throw toys out of pram and then quit project.

Not sure about the solution though.
Actually I said on a previous page this is the final design and layout. I'd already modified the design as people disliked the chunky logo to a Mode 0 size. That required a lot of work converting the lower panel into image rather than words.


If people prefer a completely Mode 1 panel and 160x200 screen size then we're better off sticking with the original tbh.

Trebmint

Quote from: TotO on 14:22, 15 October 13
Hey!

I was just proud to help you... It's a strange reaction that you have here.  :o
If what I done not make you happy, just ignore it. It's your project!!!

Good luck,

  TotO.


Thats fine. Its just seems most people prefer the mode 1 look less colour look, which is pretty much the original. The idea is to improve it... if thats not what Im doing why bother

TotO

#63
Quote from: Trebmint on 14:39, 15 October 13Thats fine. Its just seems most people prefer the mode 1 look less colour look, which is pretty much the original. The idea is to improve it... if thats not what Im doing why bother
Like I said, it's your project. Do want you want.

I love your ingame redo with the nice raster colours choice in background. Just that look better!  8)
I only put the Amiga score part on your mock-up for making your game looking more 16-bit... Than all.

Mixing Mode 0 playfield with Mode 1 is what I done on R-Type too and our screen size was worst than your. (only 256x192)
When you play, you watch the playfield and take a look on the score part, but don't take care about borders. (filled or not with static gfx)
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

beaker

Shame it was looking nice and was looking forward to a new/revamped game for my 6128 Plus. I didn't want to comment as I know squat about programming  :(

redbox

Quote from: Trebmint on 14:34, 15 October 13
If people prefer a completely Mode 1 panel and 160x200 screen size then we're better off sticking with the original tbh.

Just do what you prefer, would be great to see it finished.

Feedback is great for projects (usually it highlights something you might have missed) and maybe just take what you want from it and go from there.

I'd be interested in looking at the sound/music routine to see if it's possible to make it more Plus friendly :)


Trebmint

Quote from: beaker on 17:37, 15 October 13
Shame it was looking nice and was looking forward to a new/revamped game for my 6128 Plus. I didn't want to comment as I know squat about programming  :(


TBH I will probably finish it. I guess its just the fact that when people want to change something so totally and you've spent a long time trying to make it work it sucks given this is the second redesign, especially when the new suggestion is almost reverting it back to how the game originally was. I guess the bottom line is that the game is still the same game and no graphical effect is ever going to make it play better. Probably better to finish the game and shut up talking about it and hope the cartridges are eventually made. If people dont like the end product what can you do.

ivarf

Quote from: Trebmint on 10:10, 15 October 13

Unfortuantely I dont have time to do any sprite swapping during the game as the game runs on an interrupt system, and the memory is full with the existing game (Since its not designed for plus they made no allowance for it). Meaning all the sprite data has to be pulled from ROM and that means the only time I can copy sprite data from Ram to Sprite Ram is during the blank. Else you get bank memory drawn on screen). I will think about it though, but Im worried it will slow the game down. Doing so many palette changes already does have a processor hit dont forget
Would it make any difference speedwise if the sprites are used from cartridge ROM?

TotO

#68
Don't try to find an excuse to not finish it by putting the fault on others. It is a bad faith to said that "my" mock-up is a reverting back. (in order CPC, ST, PLUS)

[attachimg=1] [attachimg=2] [attachimg=3]

And I agree... If you don't endure peoples comments or community help, why are you posting here?
Please, come back to impress us when it will be done, "if you finish it a day". Like you said...
It's the best thing that you can do, because no WIP game shown on a forum was released and because many peoples here would like to play your game.

Good luck!
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

beaker

Quote from: Trebmint on 18:12, 15 October 13

TBH I will probably finish it. I guess its just the fact that when people want to change something so totally and you've spent a long time trying to make it work it sucks given this is the second redesign, especially when the new suggestion is almost reverting it back to how the game originally was. I guess the bottom line is that the game is still the same game and no graphical effect is ever going to make it play better. Probably better to finish the game and shut up talking about it and hope the cartridges are eventually made. If people dont like the end product what can you do.

Cool  :D I'd just take the positives, that there's interest in the project and others in the group were kind enough to spend their time offering suggestions. As others have said, at the end of the day, they are just suggestions as you're the one writing the game it's obviously up to you if you want to take them on board. I think it would have been worse if no one had shown interest in the project and no one replied to the thread?
Good luck and I look forward to the end game  :)

TFM

@Trebmint: Never mind. Some comments (f.e. EgoTrip) shall not be taken serious. As Beaker told, stick with the constructive critics. And still you can either take it our refuse it. I know how depressing this forum can be if you present your work, and then .... yes, well. All humans.


Just take it easy, I'm sure you will create a wonderful product at the end. It already looks very well  :)
TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

MaV

It would have been a shame if you didn't continue with it, honestly!

There's  lot of chit-chat in our forum, most of which you should not take seriously. Think of it as a pool of ideas, of which you can take of what you deem the juciest bits for your own project.
The rest of it is ideas that others may use in their own projects as they seem fit. I often read about things in such threads that I had no idea about.

Black Mesa Transit Announcement System:
"Work safe, work smart. Your future depends on it."

arnoldemu

Quote from: ivarf on 18:48, 15 October 13
Would it make any difference speedwise if the sprites are used from cartridge ROM?
All sprite data has to be copied into the asic registers.

I don't think there is a difference between copying from rom and copying from ram. But to be sure I'll test that soon.

My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

arnoldemu

Quote from: TotO on 18:55, 15 October 13
It's the best thing that you can do, because no WIP game shown on a forum was released and because many peoples here would like to play your game.
My personal choice is to not show WIP of my games on forums.

It would put pressure on me to change it or to finish it in a fixed time. People get excited when a wip is shown and want to ask questions or suggest ideas. In itself that is not a bad thing, but it can take time from getting it finished, but also if you tried to please everyone it may end up going against what you want from it, then motivation can be lost.

Go with your current plan, I am sure it will be great.

There will always be critics.

Each game done is a learning experience which can be put towards the next.

@Trebmint: I think your wips show you are making great things. Keep on going and release it when you are ready. :)
My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

ivarf

Quote from: Trebmint on 14:15, 25 September 13
Decided to have a go at upgrading the game Sorcery to the plus, and this is the results so far. Still lots to do, as the main sprite needs to be done, but the sorcerer is going to get his own 15 colour palette.... so it should look better.


Any comments?





Looks wonderful! :)

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