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Author Topic: Unit 533D -  (Read 2893 times) Bookmark and Share
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shmibs
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« on: 20 September, 2010, 08:01:40 »
+5


[pan across dilapidated factory and come to rest looking at 533D]
You awaken in a rusting heap of scraps and spare parts, with no recollection of how or why you got there. Your joints are creaking and need to be oiled. There is an incessant, barely audible thudding noise beating its way into your logic circuits, and you're fairly certain that you've been dreaming about it for some time now. However, it has been difficult to tell if you're asleep or if your anterior cameras are just switched off as of late because your graphics card was fried in the accident.
wait...THE ACCIDENT!
you and your girlfriend 134F were riding to work in an industrial transport unit...

and then you woke up here...4 years later?! That CANT be right. Your clock must be miscalibrated.
[begin level 1:The Factory]

here is a screenie of the proof-of-concept jumpman engine(i set it to 3 level gray to make the walking/jumping animations easier to see, so the ground looks messy when moving. this can currently run at 6mhz, but im going to be adding in a LOT of special cases for special tiles[spikes and such{it wouldnt be much of a puzzle-platformer without those, would it?}], so it looks like it's SE only from here on out)


attached are also a few pics from the old celtic version(very little survived)
they are respectively
a primitive version of the credit sequence(one with text and multiple characters existed at one point)
two of the many larger than screen, pan across while displaying in pseudo gray during cut scenes pics
and a surviving sheet from sprite brainstorming(i got a bit bored there at the end)




* th_robos.gif (26.36 KB, 96x64 - viewed 351 times.)

* widescreenopenfactory.bmp (1.56 KB, 192x64 - viewed 342 times.)

* robotawesomeshadingtreewithrobotdesignthatactuallyworkssoimdoneworkingonthiswhichivebendoingforseveraldays.bmp (1.56 KB, 96x128 - viewed 338 times.)

* spritestuff.bmp (373.04 KB, 389x327 - viewed 359 times.)
« Last Edit: 12 February, 2011, 07:56:50 by shmibs » Logged



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« Reply #1 on: 20 September, 2010, 08:58:37 »
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looks nice!
I see Axe is making old games alive again, and i like it! my contest entry is also an Axe remake of a project I started in BASIC, which died last year due to a corrupted group I made, and then did a RAM clear...
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« Reply #2 on: 20 September, 2010, 09:50:57 »
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This looks nice! And yeah I agree with Lord, it's nice to see some old projects get revived with Axe. Sometimes speed issues were too much to overcome with Celtic/xlib, not to mention the syntax for map/sprite commands is hard to memorize. I hope to see this project come to fruition Smiley
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« Reply #3 on: 20 September, 2010, 22:29:06 »
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Nice!  I'm glad this is getting revived.  Good luck shimbs. Grin
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« Reply #4 on: 20 September, 2010, 22:31:00 »
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Nice!  I especially I like that tree.  Wink
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« Reply #5 on: 20 September, 2010, 23:14:10 »
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Looks really nice! Good luck on progress Smiley Can't wait to see how this turns out.

I gotta ask though, what's with the random Mega-Man sprite? Tongue
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« Reply #6 on: 21 September, 2010, 01:37:32 »
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and a surviving sheet from sprite brainstorming(i got a bit bored there at the end)
/\this
there's also a bit of a story related to that. i was messing around with full screen pseudo gray stuff(the same method which i ended up using later useing on those large pics) with a resized, 96*64 megaman pic. i manually converted it to monochrome(black on dark pixels, white on lighter), and when i had done the whole thing(or so i thought) switched the format to monochrome bitmap for conversion with ti's picture thing. however, i missed the eyes(they were a very light tan, but i thought they were white) and so when it converted they came out as entirely black. it was one of the most terrifying things ever.

oh, and im at the libry until 6 tonight, so i'll definitely do some work on the jump-man engine. im not going to post anything until it looks somewhat like the end product, though(so sprites, gray, and all that). thanks for comments
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« Reply #7 on: 22 September, 2010, 18:03:41 »
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Btw a lot of the screenshots are not 96x64. Is it because they are gonna be scrolling pictures in the game? It might end up rather large in size.
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« Reply #8 on: 27 September, 2010, 02:51:18 »
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i edited the first post to show some of the progress. and dont worry about the size. this will be rather massive, but im compressing EVERYTHING(including those scrolling pics).
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« Reply #9 on: 27 September, 2010, 02:55:16 »
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For some reason that guy looks like the Katamari character Tongue
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« Reply #10 on: 27 September, 2010, 02:57:48 »
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yeah, i noticed that too Tongue
his head is squared instead of rounded, though
and he has no arms in the screenie because they are retractable
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« Reply #11 on: 27 September, 2010, 03:00:18 »
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It looks great though Smiley Like the pseudo 3Dness.
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« Reply #12 on: 27 September, 2010, 03:16:29 »
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This looks very nice! However, when scrolling occurs, you should use an alternate set of sprites with checkered patterns instead of gray and use DispGraph. Otherwise, grayscale will look kinda weird during scrolling. (unless it looks ok on calc?)
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« Reply #13 on: 27 September, 2010, 12:18:09 »
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that screenshot uses wabbitemu's 3 levels of gray setting because i wanted to make sure the character sprite came out looking clean enough
this one here is more representative of how the ground actually looks on calc, though

also, should i make this scroll vertically as well?(9+ tiles tall maps)


* ground.gif (108.47 KB, 192x128 - viewed 271 times.)
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« Reply #14 on: 27 September, 2010, 13:36:45 »
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Wow, that looks excellent!  Nice job shimbs. Grin

I think the character looks a little odd when he's just standing still, though. =/
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