Author Topic: OMNIMAGA GROUP PROJECT 1  (Read 16528 times)

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BCTurk

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« Reply #45 on: February 21, 2006, 02:34:00 pm »
Perfect.  Thanks SOOOO much Spelli and necro, you guys are amazing.

dragon__lance

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« Reply #46 on: February 21, 2006, 04:53:00 pm »
man guys, that title screen is amazing!! well done :thumb:google.gif and yeah, i think gs would be pretty sweet, but maybe for SE only version, cause if battles are in realtime, GS would slow it down, and if u don't use GS for battles, it'll kinda be weird...

Offline Spellshaper

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« Reply #47 on: February 22, 2006, 01:40:00 am »
*Spellshaper

BCTurk

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« Reply #48 on: February 22, 2006, 02:06:00 am »
Yeah, we'd either have to go all GS or no GS (just the title scr).  Also, if we go GS, what are our options on space?  Would we have to make the game an App, or assembly?  Or could we get buy with it just using more RAM?

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« Reply #49 on: February 22, 2006, 07:10:00 am »
holy cow, we definityvely have title screen gods there, nice work necro and spelli on them, thats prbly the best calc games title screen i ever seen so far
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« Reply #50 on: February 22, 2006, 08:00:00 am »
well, there HAS to be sth. I

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« Reply #51 on: February 22, 2006, 10:44:00 am »
DarkAuron was kinda amazed by your metroid title screen so I decided to show him saturn IV one (altough he have no clue what it is for since I didnt told him anything about the secret project) and he edited it a bit (added spelli comets to it and added a few other stuff):

user posted image
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« Reply #52 on: February 22, 2006, 02:53:00 pm »
That one looks the best kevin! I <3 GS!

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« Reply #53 on: February 22, 2006, 03:21:00 pm »
yeah DarkAuron kinda merged Necro's with Spell's
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« Reply #54 on: February 22, 2006, 04:28:00 pm »
i completely agree, that is such an awesome title screen!! wat should we use to display it? Rigview? or a custom asm gs program, probably i could do it...

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« Reply #55 on: February 22, 2006, 05:05:00 pm »
I won't have any sprites up till the weekend, but my opinion on it is that we could generate two dither 'buffers' and store them into temp pics and all the non gray areas would be 'or'ed so they don't get drawn onto the screen.  This means if you don't use the buffers and their GS, everything is faster but you don't need three sets of sprites to do it, you just need as many sprites as it would take to do GS.

IOW:
Bufer1___Buffer2
X0X0X0X 0X0X0X0
0X0X0X0 X0X0X0X
X0X0X0X 0X0X0X0
0X0X0X0 X0X0X0X

Draw these pics, then cut white areas where you want no GS in out (for B areas and for W areas)

Bufer1___Buffer2
e0X0X0e eX0X0Xe
0eeeee0 XeeeeeX
X0X0X0X 0X0X0X0
eX0X0Xe e0X0X0e

then you draw your B/White sprites as a non-overwriting black ("and" logic) so your black areas become black and your white remain erased

Bufer1___Buffer2
w0X0X0w wX0X0Xw
0wbbbw0 XwbbbwX
X0X0X0X 0X0X0X0
wX0X0Xw w0X0X0w

end result is a gray scale with the option of non-gray scale and it uses only a single set of gs sprites.  I doubt this would take very long as the recal pic funtion on xlib is VERY quick...also, sprites like this are much easier and lesstedius to make than reg GS pre dithered sprites like in ruebon quest.
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BCTurk

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« Reply #56 on: February 22, 2006, 06:07:00 pm »
Ok, if you want to do all the sprites ;)wink.gif.  GS sprites are beyond me.  That does sound plausible however, so I'll give you my vote.

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« Reply #57 on: February 23, 2006, 02:16:00 am »
I would say use Rigview to display the title screen, now that xLIB has the ability to recall ASM programs from archive
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« Reply #58 on: February 23, 2006, 02:53:00 am »
yep rigview pwns ^^


attached the rigview stand-alone pic

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« Reply #59 on: February 23, 2006, 12:40:00 pm »
i agree, man, that title screen is amazing, just tested it!!! :Dbiggrin.gif:Dbiggrin.gif guys, about the overall walking system, should it be room based like in desolate, or scrolling like in mine and necro's zelda, if its zelda like, i could provide some source code.