Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: shmibs on September 20, 2010, 02:01:40 am
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(http://img.removedfromgame.com/imgs/1285547489-awakeningfirstdraft.bmp)
[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...
(http://img.removedfromgame.com/imgs/carsplosionwip2.bmp)
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)
(http://img.removedfromgame.com/imgs/1285547659-jumpmandemo.gif)
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)
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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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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 :)
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Nice! I'm glad this is getting revived. Good luck shimbs. ;D
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Nice! I especially I like that tree. ;)
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Looks really nice! Good luck on progress :) Can't wait to see how this turns out.
I gotta ask though, what's with the random Mega-Man sprite? :P
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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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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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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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For some reason that guy looks like the Katamari character :P
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yeah, i noticed that too :P
his head is squared instead of rounded, though
and he has no arms in the screenie because they are retractable
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It looks great though :) Like the pseudo 3Dness.
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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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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)
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Wow, that looks excellent! Nice job shimbs. ;D
I think the character looks a little odd when he's just standing still, though. =/
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Ah ok I see. Seems to look pretty nice. You may want to make the char so it remains in the direction it was walking in when standing still, though,
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*Bump* What happened to this? I looked great! ;D
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i still intend to finish this. it just got moved down in the list of "things to do" for three reasons:
i decided to design a decent monochrome tilemapper before moving on to gray
i need to write my own storyline etc for this game, so i decided to get myself used to huge projects via blaster master first before taking on something even bigger
and the fellow whom i had doing the majority of my spriting(because he's better at that type of thing) had his computer explode and is still working on getting a new one :P
don't worry, though, it SHALL be done (i hope i'm not setting people up for a disappointment here...)
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wow, this is cool, I hadn't seen this before.
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I love the sprite design :)
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This is the first time I check this, and it looks pure awesome, too bad it's not one of your priorities, but I'm sure you have other cool stuff to work on.
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As long as it stays alive I guess it's good. I liked this project. :D
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bump
it looks cool
i want it finished.
:P
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You got my hopes up Sorunome. I was sure it was an update. :P