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Multimedia => Drawing & Animation => Topic started by: tr1p1ea on February 08, 2015, 06:49:05 AM

Title: Game mock-up graphics and ideas
Post by: tr1p1ea on February 08, 2015, 06:49:05 AM
I thought that I might start a mock-up thread since they are always interesting :).

Here is the one I posted in DJ's other thread. This is a simple xLIBC demo of a concept DJ posted a few months ago:

(http://tr1p1ea.net/files/downloads/screenshots/xprizm1.gif)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on February 08, 2015, 03:15:26 PM
I wonder how speed compare with 8x8 sprites? Also those tiles came up very well in 16x16. Did you have to edit them manually?
Title: Re: Game mock-up graphics and ideas
Post by: tr1p1ea on February 08, 2015, 11:23:55 PM
The sprite speed should be a lot faster if the main character was 8x8 as opposed to 16x16. I do have another test that has the sprite change direction + walking animation as well.

I resized the tiles manually just in an image editor and did some *minor* cleanup, For an actual project more care would be taken with the sprites etc. I should note that the tiles are still 8x8 but the map just lays them out in 16x16 ... there is a benefit that some parts of different tiles are the same, so those redundant tiles are removed.

I might see what an 8x8 hero looks like :).
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on February 09, 2015, 12:53:59 AM
Aah ok. Honestly this character really looks cool at that resolution. Maybe I should re-use more graphics from RPG Maker XP and VX in the future :P


For xLIBCE, what would be cool is if graphics were stored inside a picture instead of sprite sheet and if it was possible to draw them like this:

With scaling support: real(666,ScreenXOffset, ScreenYOffset, WidthOfDisplay, HeightOfDisplay, PicVarName, SpriteXOffset, SpriteYOffset, Width, Height, TransparentColor, UpdateLCD)

Without scaling support: real(667,ScreenXOffset, ScreenYOffset, PicVarName, SpriteXOffset, SpriteYOffset, Width, Height, TransparentColor, UpdateLCD)


In comparison, here is the syntax on the HP Prime:

BLIT_P(SpriteDestination, ScreenXStart, ScreenYStart, ScreenXEnd, ScreenYEnd, SpriteSource, SpriteXStart, SpriteYStart, SpriteXEnd, SpriteYEnd, TransparentColor)

Of course you could use ScreenEnd instead of width/height so it's closer to HP PPL too. Note that HP PPL allows you to display graphics in 10 different buffers including the LCD itself and those buffers (except the LCD) can be any size. Scaling on the CE would be slow, though.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on February 09, 2015, 07:54:48 AM
Like everything on the CE  ;D
Title: Re: Game mock-up graphics and ideas
Post by: tr1p1ea on February 09, 2015, 12:11:14 PM
Yeah sprite scaling on the CSE is probably going to be too slow - It *might* be a possibility on the new ez80 CE calcs however.

I very quickly resized some other sprites to use to show the character moving in different directions (note some of the pixels are borked).

(http://tr1p1ea.net/files/downloads/screenshots/xprizm2.gif)

I also had these graphics lying around - I got the tiles from somewhere, and the character I was looking at some rougelike 8x8 sprites and animated my own :). I literally made this this afternoon with very minimal coding required - xLIBC Zelda walking demo!!!

(http://tr1p1ea.net/files/downloads/screenshots/xzelda0.gif)
Title: Re: Game mock-up graphics and ideas
Post by: aetios on February 09, 2015, 12:20:12 PM
Wow, that's awesome :O 10/10 would play.

Wait I don't have a CSE D:
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on February 09, 2015, 05:21:37 PM
The tiles are freaking gorgeous, I'd kill to be able to draw such eye feast.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on February 09, 2015, 06:03:03 PM
That makes me want to get a CSE *.* looks so good
Title: Re: Game mock-up graphics and ideas
Post by: tr1p1ea on February 09, 2015, 08:49:16 PM
In case anyone wants to download and test out on calc + mess around with the graphics/code, here is the link to the program and graphics appvar:

http://tr1p1ea.net/files/downloads/XZELDA.7z
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on February 09, 2015, 08:52:44 PM
I love that Zelda mockup :D


Also the larger CE RAM will give us much more freedom for map size. I absolutely wanted Reuben CSE to be scrolling because the original maps were made to fit in 12x8 and cannot be adapted for 20x15. However, I had to split maps in small chunks (sometimes 4 chunks per area) because I couldn't fit them in the RAM when unloaded. Unless the future DCS for CE limits the size of programs that the copy file to RAM command can handle (I know there's a limit for single line of code copy), then maps of any size will probably be useable.

EDIT: Here are mockups of what could be Illusiat PRIZM maps:

(https://img.ourl.ca/illuprizm1stmap.png)

(https://img.ourl.ca/illuprizm2ndmap.png)

They are entirely based on Illusiat TI-81 remake.
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on March 04, 2015, 10:17:18 PM
WIP 8x8 sprites. The rock texture definitely needs work.
(http://s29.postimg.org/gyd8h9ec7/image.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 04, 2015, 10:20:07 PM
Terraria CSE? :P Looks nice by the way :)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 04, 2015, 11:06:11 PM
Quote from: LD Studios on March 04, 2015, 10:17:18 PM
WIP 8x8 sprites. The rock texture definitely needs work.
(http://s29.postimg.org/gyd8h9ec7/image.png)

Wow that looks amazing o.o  good job :D
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on March 05, 2015, 02:10:59 AM
Quote from: DJ Omnimaga on March 04, 2015, 10:20:07 PM
Terraria CSE? :P Looks nice by the way :)
Quote from: Cumred_Snektron on March 04, 2015, 11:06:11 PM
Wow that looks amazing o.o  good job :D
Thanks ^^

I kept working on this:
(http://s4.postimg.org/91l1knth9/image.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 05, 2015, 04:44:32 AM
Looks very nice as well. I particularly like the last one. The bottom-left one reminds me of Cave Story, for some reasons.
Title: Re: Game mock-up graphics and ideas
Post by: Yuki on March 05, 2015, 06:36:32 PM
I should post some art from Yuki no Eien...

This one is a style test, the characters will pretty much look like this.
http://kiwithedemon.deviantart.com/art/Twilight-Sparkle-Style-Testing-517175587

Otherwise, I'm looking for people for the art.
Title: Re: Game mock-up graphics and ideas
Post by: aetios on March 05, 2015, 06:48:30 PM
I'm not a fan of the horn, otherwise nice :D
Title: Re: Game mock-up graphics and ideas
Post by: Yuki on March 05, 2015, 06:55:52 PM
Well, the game takes place in a magic school, and people gifted with magic have a horn just like unicorns (instead of having a wand just like Harry Potter or something). Also Twilight Sparkle may or may not appear in that game that is by the way not officially related to MLP, she's just there for reference. Actually, some concepts are inspired from MLP, such as magic and some characters being related to the sun and the moon, but otherwise it's your average mahou shoujo anime.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 05, 2015, 07:12:04 PM
Is it a game that you are making or do you mean another game? Looks nice by the way, although since I am used to the pony skin color it kinda feels a little weird with the natural human skin colors :P
Title: Re: Game mock-up graphics and ideas
Post by: Yuki on March 05, 2015, 08:16:00 PM
Yeah, it's the game/visual novel I'm making, although I'm not doing the art.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 05, 2015, 08:22:08 PM
Aah ok. Is it for a school project? I forgot. I know a visual novel recently came out for the Sega Genesis (see the Pier Solar topic) and quite a lot comes out for the PS3 and PSVita. I am definitively curious if visual novels would be popular on calcs? The issue with calcs is that menu-based games had a very bad reputation in the past because they flooded ticalc archives, but that was before visual novels became really popular. Maybe with actual graphics it could work.
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 05, 2015, 09:04:13 PM
There seemed to were a good visual novel for CSE IIRC. With goods graphics and all the thing.
Title: Re: Game mock-up graphics and ideas
Post by: Yuki on March 05, 2015, 11:50:05 PM
Yeah, Steins;Gate. That one looks pretty good for the CSE, it even have sound!

And nope, that's not a school project.
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on March 06, 2015, 02:41:54 AM
(http://s18.postimg.org/skia1xco5/output_s1_W0h_L.gif) (http://s10.postimg.org/6jt90s61x/output_h1t_Ze_Z.gif) (http://s9.postimg.org/9ktzl0r6j/output_tq8n_Oi.gif)  (http://s27.postimg.org/cheb65f33/output_i_BOa_JU.gif) (http://s2.postimg.org/6pwg7wmdx/output_NGroy4.gif)
(http://s17.postimg.org/nwoz5x5wv/image.png)
Title: Re: Game mock-up graphics and ideas
Post by: Yuki on March 06, 2015, 03:07:28 AM
Looks pretty nice, LD.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 06, 2015, 04:23:14 AM
Wow I love those character animations LD! O.O
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 06, 2015, 08:59:17 AM
Quote from: LD Studios on March 06, 2015, 02:41:54 AM
(http://s18.postimg.org/skia1xco5/output_s1_W0h_L.gif) (http://s10.postimg.org/6jt90s61x/output_h1t_Ze_Z.gif) (http://s9.postimg.org/9ktzl0r6j/output_tq8n_Oi.gif)  (http://s27.postimg.org/cheb65f33/output_i_BOa_JU.gif) (http://s2.postimg.org/6pwg7wmdx/output_NGroy4.gif)
(http://s17.postimg.org/nwoz5x5wv/image.png)
Whoa that's awesome, i want to do something with those sprites now O.O
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 06, 2015, 11:17:50 AM
#BADA55 ! I'd like to play something with these sprites, yeah!
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 06, 2015, 03:21:39 PM
I think aside from the char, those graphics would fit very well in a Castlevania game.
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 06, 2015, 03:43:17 PM
They should so take some shades in creepiness to belong to a Castlevania. This would be something like "My First Castlevania" with Dracula having safety caps on his fangs.
Title: Re: Game mock-up graphics and ideas
Post by: aetios on March 06, 2015, 05:16:56 PM
The walking animation reminds me of the Superbrothers: Sword and Sworcery style. Very nice.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 06, 2015, 05:18:37 PM
Quote from: Eiyeron on March 06, 2015, 03:43:17 PM
They should so take some shades in creepiness to belong to a Castlevania. This would be something like "My First Castlevania" with Dracula having safety caps on his fangs.
the tilea might be fine if made a little darker and the sky dark for such game.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 07, 2015, 10:47:03 PM
@LD Studios btw, you are going to share the spritesets with us, yis?   ;)
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on March 08, 2015, 01:25:46 AM
Sure, the spritesheet isn't very pretty/organized though
(http://s1.postimg.org/x8gjpqx73/Untitled.png)
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 08, 2015, 07:49:15 AM
That makes me remember Terraria's style. Nice work.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 08, 2015, 10:31:04 AM
Thanks mate! ^^
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 08, 2015, 04:06:44 PM
Woah, so many sprites! O.O also glad to see the characters facing up and down too  :D
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 08, 2015, 04:37:44 PM
Heh, with this kind of sprites, you could make a spritesheet generator with taking sprites as parts and outputting a picture with all the frames!
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 08, 2015, 05:10:35 PM
And changable colors :o That would be awesome :D
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on March 08, 2015, 09:30:38 PM
Thanks, that probably won't happen though :P

Quote from: DJ Omnimaga on March 08, 2015, 04:06:44 PM
Woah, so many sprites! O.O also glad to see the characters facing up and down too  :D
The backwards facing sprites are intended as a wall climbing animation. First frame of it also could be used for entering doors.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 09, 2015, 04:25:15 AM
@Cumred Changeable colors would probably be doable on the TI-84 Plus C Silver Edition using xLIBC, but you can only rotate through the color palette, not change individual colors. On the HP Prime it could be possible, although pre-rendering the differently colored tiles might take a while at the start of the program.

@LD ah I see. I thought that one of the frame sets was actually facing south.
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on March 09, 2015, 11:41:47 AM
http://www.ticalc.org/archives/files/fileinfo/446/44632.html (http://www.ticalc.org/archives/files/fileinfo/446/44632.html)
Hmmmmmm, Terraria?

In all seriousness I would love to see these awesome sprites in a game.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 09, 2015, 03:14:04 PM
That MC clone you linked to doesn't have much yet, though. I remember seeing one in grayscale before. That said, a color clone of Minecraft or Terraria would definitively be great.
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on March 09, 2015, 03:19:45 PM
I'd have to go and buy a new calculator for it (I'm stuck on an 83+ that my friend gave me for free). That was more meant to show a terraria style cursor.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 09, 2015, 03:25:41 PM
Oh ok. Yeah it was more to suggest anyone who might have the calc and might be interested.
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on March 09, 2015, 05:09:40 PM
Oh, I'd love to do that kind of game but I've had no experience with tilemappers or inventory plus I'd have to go emulated.
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 09, 2015, 06:02:48 PM
Tilmappers are easy to do once you get the principe behind them. YOu're just blitting images in a grid and the hardest part in a tilemapper is only to find the region to draw (to avoid drawing the whole level for a small screen)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 09, 2015, 06:07:05 PM
i don't have a color calc either, but maybe i'll do some android app.

When doing physics class a few days back i got an idea for a game.
Something where you build a particle accelerator: you can place blocks like emitters,
detectors and accelerators, connecting them with some kind of wire. When particles collide at a high enough speed they fuse it to
a higher tier particle, and when they go in some kind of other block (or maybe collide with the same particles which are
flying in the opposite direction), they generate some kind tokens with which you can buy better blocks (for example emitting a higher
tier particle).
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 10, 2015, 01:59:20 AM
Do you mean like 2048 but with blocks flying everywhere? :P
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 10, 2015, 06:15:11 AM
Basically :P
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on March 22, 2015, 06:11:07 PM
Eiyeron has already seen this :P
But here's a thing I made, feel free to use it for a flappy bird clone that you don't want to look like all the others.

(https://img.ourl.ca/2_16.png)

(https://img.ourl.ca/spritesheet-6.png)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 22, 2015, 07:11:15 PM
flappy calc :P

Looks nice :D
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 23, 2015, 05:28:23 AM
Ooh I like those new graphics. Most Flappy Bird games just re-use the originals. I like your custom version of the sprites :)

How do the separate backgrounds work, though? Is it meant to be for multi-parallax scrolling?
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 23, 2015, 04:21:03 PM
Here, take one more upvote! ;)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 23, 2015, 04:34:43 PM
Quote from: Duke "Tape" Eiyeron on March 23, 2015, 04:21:03 PM
Here, take one more upvote! ;)
i second this
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 23, 2015, 04:39:28 PM
On a side note, those tiles could very well be used in a Mario game too. :P You would need to add some extra tiles like question blocks, a dark background and enemies, but it would definitively be doable.

Also the floor in the square mockup reminds me a little bit of Super Walrii Land floors :P
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on March 23, 2015, 09:04:18 PM
Thanks! :)

Quote from: DJ Omnimaga on March 23, 2015, 05:28:23 AM
Ooh I like those new graphics. Most Flappy Bird games just re-use the originals. I like your custom version of the sprites :)

How do the separate backgrounds work, though? Is it meant to be for multi-parallax scrolling?
It's meant for multi-parallax yeah

Quote from: DJ Omnimaga on March 23, 2015, 04:39:28 PM
On a side note, those tiles could very well be used in a Mario game too. :P You would need to add some extra tiles like question blocks, a dark background and enemies, but it would definitively be doable.

Also the floor in the square mockup reminds me a little bit of Super Walrii Land floors :P
I might add more sprites so it can double as a mario-type platformer, nice idea!
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 24, 2015, 03:52:54 AM
Ok thanks for the info. :) I wonder how fast parallax scrolling would be with Ndless. With the HP Prime in order to get speed you must pre-render parallax frames, else with that many layers it would get as slow as Nspire OS 3.1 Lua. But with everything pre-rendered it's blazing fast.


EDIT: I just had a weird idea: What about a Flappy Bird clone with many parallax layers, but where the layers scrolls the wrong way with the farthest layer scrolling faster? That would probably add to the difficulty XD (one SNES game called Jim Power did that)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 24, 2015, 03:22:09 PM
that would be super weird O.O
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 24, 2015, 04:02:11 PM
Plot twidst : every layer moves and change speed at random time and speed! :p
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 24, 2015, 04:51:27 PM
Super Walrii Land: Acid Trip
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 24, 2015, 04:53:47 PM
Super Walrii Land : what do you mean it's not on drugs?

I would totally dig a Flappy bird with these graphisms! :p
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 24, 2015, 04:56:20 PM
Im surprised theres no Flappy walrii yet O.O
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on March 24, 2015, 04:58:08 PM
actutally we already have al lthe sprites we would need, the game would be incredibly easy to do. Presto, someone do a flappy walrii!
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on March 24, 2015, 04:59:12 PM
with irc easter egg! :o
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 24, 2015, 10:43:34 PM
Actually I had such idea in mind a while ago, although more as a level in Super Walrii Land. You could move in all directions while flying but the stage would scroll constantly and the layout would be similar to Flappy Bird and all obstacles replaced with spikes.

Quote from: Cumred_Snektron on March 24, 2015, 03:22:09 PM
that would be super weird O.O
Yes, although I noticed on an actual CRT TV it's not that bad. I played the SNES game that did that and it actually looks cool. On a computer, though, it seems worse.

https://www.youtube.com/watch?v=8tN_TPTIrYs

That game came with special 3D glasses too.
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on March 25, 2015, 12:06:05 AM
That would be cool to have 3D games. I think there was one that use glasses for the N-Spire if I am not mistaken.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 25, 2015, 01:04:04 AM
Yeah it was very simple though, with barely anything moving. I need to check how we do such thing. I know the HP Prime supports polygons with transparency so maybe I could attempt something with that one day...

Otherwise I can always create sprites or tilemaps that take advantage of such glasses. I think the glasses that came with the Jim Power game were not cyan red, though.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 04, 2015, 05:53:48 AM
This is an old mockup of what could Hexatron's hybrid BASIC color remake of Illusiat 11 could have looked like with some extra color enhancements:

(http://img.codewalr.us/mockup2.png) (http://img.codewalr.us/mockup3.png)

Unfortunately, like all three previous Illusiat 11 remake projects, this one never came to fruition either.

The game tried to stick to the original map grid as much as possible, hence why it's not full screen. An Illusiat 6-7-style HUD was added on the side.

I assume that somebody could just do like some Dragon Slayer games or Shining in the Darkness and put the HUD around the screen or both at the bottom and right. The top could have the dungeon name, the right would have HP/MP/Exp/LV and the bottom some items/equipment, but it would depend of the game.
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on April 08, 2015, 10:17:48 PM
I'm just gonna leave this here...
(http://s21.postimg.org/5lqxv20qv/ezgif_com_resize.gif)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 08, 2015, 10:22:47 PM
Awesome! and is that a game you're making? :o
Title: Re: Game mock-up graphics and ideas
Post by: tr1p1ea on April 08, 2015, 10:23:05 PM
Simply awesome!

You must make!!
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on April 08, 2015, 10:51:35 PM
Wow that is super. Game coming?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 08, 2015, 11:48:56 PM
That mockup is amazing! Zelda II remake or spinoff? :P
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on April 09, 2015, 07:23:13 AM
You'll never stop to amaze me, LD! :p
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on April 09, 2015, 07:43:29 PM
Quote from: Duke "Tape" Eiyeron on April 09, 2015, 07:23:13 AM
You'll never stop to amaze me, LD! :p
That means a lot to me considering I find your pixel art to be way better than mine!
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on April 10, 2015, 03:18:39 PM
Quote from: LD Studios on April 09, 2015, 07:43:29 PM
That means a lot to me considering I find your pixel art to be way better than mine!

And yet I feel the same for your pixel-art-fu. ^^ (in the way that it's better than mine)
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on April 11, 2015, 02:30:39 AM
Nothing to see here...
(http://s12.postimg.org/t2o4u6cr1/Untitled.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 11, 2015, 02:31:10 AM
Wow that is getting better O.O. And I like the spell icons :D
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 11, 2015, 07:31:17 AM
Awesome! can't wait till someone makes a game with this! (i even might do it myself some time :o)
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on April 11, 2015, 11:43:35 AM
Wow I really love the tree background. If you ever do the spells in a menu like that I'd suggest that you lower the size of them if its turn based. Otherwise I'd suggest an overlay when you press a button ( basically like alpha as b on ti 84 ).

Sorry if that's confusing. On a ti 84 2nd is usually attack and alpha is usually 2nd attack.
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on April 11, 2015, 05:33:22 PM
Quote from: Cumred_Snektron on April 11, 2015, 07:31:17 AM
Awesome! can't wait till someone makes a game with this! (i even might do it myself some time :o)
I'm actually working on a turn based RPG with these sprites right now, hopefully it won't add to my stack of abandoned projects :/. If anyone is interested in helping, let me know!
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on April 11, 2015, 05:39:09 PM
Oooooooh ooooh game! what language? Even if I can't help maybe it could help me so I'll try to help.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 11, 2015, 06:05:40 PM
Interesting! And for what platform is it going to be?
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on April 11, 2015, 06:17:30 PM
Quote from: CKH4 on April 11, 2015, 05:39:09 PM
Oooooooh ooooh game! what language? Even if I can't help maybe it could help me so I'll try to help.
Quote from: Cumred_Snektron on April 11, 2015, 06:05:40 PM
Interesting! And for what platform is it going to be?
NSpire Lua
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 11, 2015, 06:38:00 PM
A TBRPG would definitively be nice :)
Title: Re: Game mock-up graphics and ideas
Post by: LD Studios on April 12, 2015, 02:31:30 AM
From now on, I'm going to use my own topic for art so this one doesn't get so off topic; also the project i was talking about is abandoned for something better, stay tuned.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 12, 2015, 04:44:13 AM
Aw sorry to hear. By the way, which project of yours are still alive? I don't remember if your sig is up to date. Anyway yeah a separate thread would be nice. You should put all your old art in the first post of your new topic too. :)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 12, 2015, 09:16:01 AM
Quote from: LD Studios on April 12, 2015, 02:31:30 AM
From now on, I'm going to use my own topic for art so this one doesn't get so off topic; also the project i was talking about is abandoned for something better, stay tuned.
O.O
And an own topic is a good idea i think.
Title: Re: Game mock-up graphics and ideas
Post by: Duke "Tape" Eiyeron on April 12, 2015, 11:13:49 AM
Eyup, it'll avoid spamming the topic with dozens and dozens of pictures but don't hesitate to posr your best mockups there too.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 14, 2015, 09:42:57 PM
I have split the ROL4 graphics that I posted earlier into a different thread for now since I am spending quite a lot of time updating them so I don't want to hijack this thread :P

http://codewalr.us/index.php?topic=393.msg9922#msg9922
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 20, 2015, 09:07:49 PM
What if Doors CSE Celtic commands didn't override custom DovahCalc fonts and that DovahCalc supported custom fonts? This is what First Fantasy would look like:

(http://img.codewalr.us/whatifdovahcalcworkedindcsprograms.png)
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on April 20, 2015, 09:15:26 PM
Ooooh how about the village on fire? You could use the sprite that you originally wanted (or maybe even quicker animation).
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 20, 2015, 09:21:03 PM
I would use flame sprites for it. For the title screen logo I would probably use three different flames at least. The characters that would be replaced would most likely be the ones in VARS->Statistics . Of course this idea would not work if the font must remain in RAM, though.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 20, 2015, 09:24:40 PM
Quote from: DJ Omnimaga on April 20, 2015, 09:07:49 PM
What if Doors CSE Celtic commands didn't override custom DovahCalc fonts and that DovahCalc supported custom fonts? This is what First Fantasy would look like:

(http://img.codewalr.us/whatifdovahcalcworkedindcsprograms.png)
Whoa that would be awesome! FFMF Skyrim crossover?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 20, 2015, 09:30:21 PM
Erm not Skyrim. Not even close in fact, considering my games are more JRPG than Western RPG. But I guess it would bridge the gap between graphics of Mana Force and possible future First Fantasy games that would be entirely graphical. :P
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 20, 2015, 09:51:51 PM
True, though i'd be still funny. Add a new optopn to the store with "shouts" you can use in battle :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 20, 2015, 11:03:47 PM
What are shouts? Also I bet someonee will request arrow in the knee quotes now <_<
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 20, 2015, 11:07:58 PM
Shouts (or "words of power")  are words in the dovah language one can master with very long training, though the dragonborn van learn them very easily, because he is a mortal with the soul of a dragon. In skyrim you play as a dragonborn, and thus you can learn various shouts. You can learn shouts to push things, burn things, view ebemys through walls and much more.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 20, 2015, 11:13:43 PM
Aah I see. Do you have to learn the entire language literally too? :P
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 21, 2015, 05:36:16 AM
No, the game keeps track of which words you learned. Thats more of a fan thing :p
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 21, 2015, 06:05:35 AM
Ooh ok I see now lol. This reminds me Final Fantasy II for the NES/Famicom where you could learn certain key words then ask NPCs about them. It was much more primitive, but when I first played the game I was shocked that this feature was in it, since most FF games afterward didn't have it.

On a side note, I should really do mockups of what FF:MF could look like on the HP Prime. I am tempted to just re-use the same tiles as my mockups above, but with extra colors and some slight changes such as the bottom of the doors. Or I could also add an ASCII art mode. In any case, the menu borders would be different.
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on April 21, 2015, 06:18:07 AM
Man, DJ, you should talk to Kerm about getting those font hooks to work with the next version of Celtic.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 21, 2015, 12:19:10 PM
Yeah that'd be awesome :3
Title: Re: Game mock-up graphics and ideas
Post by: TIfanx1999 on July 23, 2015, 07:26:59 PM
Sprites in progress:
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on July 23, 2015, 07:28:34 PM
Ooo, that looks really good :) I need some house sprites for Nagoji 320x240
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on July 23, 2015, 08:16:45 PM
.Indeed, they do look nice :)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on July 24, 2015, 05:31:03 AM
I like them Art of Camelot. :D The first ones would fit well in a Zelda-like perspective and the other ones reminds me a bit of Golden Sun, for some reasons.
Title: Re: Game mock-up graphics and ideas
Post by: TIfanx1999 on July 24, 2015, 06:48:19 AM
Thanks guys. Some of them did turn out Zelda-like. They are actually loosely based on stripped down versions of houses from Crystalis. They started off from another project that was using 16x16 tiles, but they got shrunk down to this and modified to account for the smaller space (8x8). Here's are the 16x16 ones i was originally using: Also, funny enough, both styles of houses are from Crystalis (see second attachment for the original nes game).
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on July 24, 2015, 07:56:27 AM
Oh I liked Crystalis. I got it for the NES. THe only problem is that every single dungeon and cavern looked identical, except colors. :)
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on July 24, 2015, 11:33:18 AM
Sweet art :D i really like them. Are you going tomake something with it too?
Title: Re: Game mock-up graphics and ideas
Post by: TIfanx1999 on July 24, 2015, 09:52:53 PM
Thanks. Right now it just concept art, but I'm wanting to actually develop it into something. So, we'll see. :D
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on July 24, 2015, 09:57:55 PM
Ooo that color version of the houses is very nice. I wonder if you'll let @alexgt use them in his RPG?
Title: Re: Game mock-up graphics and ideas
Post by: TIfanx1999 on July 24, 2015, 10:01:04 PM
The color houses aren't mine. They're from an old NES game called Crystalis.
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on July 24, 2015, 10:03:36 PM
Quote from: Art_of_camelot on July 24, 2015, 10:01:04 PM
They color houses aren't mine. They're from an old NES game called Crystalis.
Oh, pretend I didn't say that :P  :ninja:
Title: Re: Game mock-up graphics and ideas
Post by: TIfanx1999 on July 30, 2015, 05:22:16 AM
A little bit more work and an early mock-up.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on July 30, 2015, 02:33:18 PM
Oh sweet :3 i like the side menu. Maybe you can make it pop up when stats change / you press a button. That would be pretty sweet
Title: Re: Game mock-up graphics and ideas
Post by: TIfanx1999 on July 30, 2015, 05:27:49 PM
As things are right now it's going to be a permanent fixture that displays status.

*Edit* now with some test grass tiles so it doesn't look so plain.
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on July 31, 2015, 05:42:38 PM
Hmm, I should kinda make those grass tiles a little bigger for @alexgt....
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on August 01, 2015, 05:57:07 PM
That looks quite sweet :)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 02, 2015, 02:23:01 PM
I like it Art. Is the text at the bottom always displaying or does it only appear once entering a new area or when stopping moving? Also I see you went with the Nemesiat/Illusiat 6/7 style HUD :P (although with more text)
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on August 12, 2015, 02:18:13 PM
Hey I am back O.O and btw those graphics look awesome ;)
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on August 12, 2015, 06:15:36 PM
Welcome back. Stuff happened while you where gone.

And yeah, those are awesome!
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on August 12, 2015, 06:28:55 PM
Welcome back :3
(offtopic) your signature pictures seem to have no source, im gtting the image not found thing
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on August 12, 2015, 07:57:36 PM
Yeah, removedfromgame is down, I have to change it now.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on August 12, 2015, 08:19:14 PM
I will just drop these here:
(http://i.imgur.com/ezYq5UC.png)
And...
(http://i.imgur.com/X7qBKSO.png)
It was my idea to convert full HD pics into 96*64 4lvl greyscale images. The project is on hold now, and ime still doing some research on the best conversion method.
Edit: the first one is a tower on a hill and the second one is two guys fighting.
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on August 13, 2015, 12:18:13 AM
What do you want to maybe do with those?
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on August 13, 2015, 12:26:51 AM
Quote from: Unicorn on August 13, 2015, 12:18:13 AM
What do you want to maybe do with those?
Don't laugh...
...
...
... Port infinity blade :P
And actually I planed to do nothing with those in particular, they where just demos.
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on August 13, 2015, 12:30:54 AM
Ha! lol, demos are great too! I wonder what you could do with a whole bunch of those... A gif? :P
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on August 13, 2015, 12:33:19 AM
My idea was to take many screen shots of the game and then animate them. They would be scrolled around, or replaced with others, all to simulate a 3D feel. So for example you could have a big "grass" shot . As the character walked forward it would be scrolled forward, and as the user panned it would pan in that direction. In infinity blade the moment is very limited. In fact, you can only control your characters movement when in battle (and when deciding which way to go, but with the click of a button). Screen panning is also limited to like 5 degrees, so IMO no real 3D is needed for most parts.
Title: Re: Game mock-up graphics and ideas
Post by: Unicorn on August 13, 2015, 12:35:03 AM
Sounds cool, but very large O.O  Kind of like the FANF @Haobo made. (Now that thing is AMAZING!)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 13, 2015, 05:38:15 AM
This sounds like Time Commando for the Playstation 1 and PC, if anyone remembers that. The game graphics looked so advanced for the time because the landscape was basically a video that played as you walked across the map. Everything was pre-rendered that way. But I bet that took a lot of space on the disc. I am curious about how they did the masking, though (maybe some secondary alpha layer?).

https://www.youtube.com/watch?v=EdvjO33uN6M

If you can use compression that would be good because grayscale images can be quite large. But decompressing certain images might be slow. You could still allow the player to move left and right depending of how the decor allows it, but only within the screen range, as the game would only scroll in the direction of the animation or its opposite.


Something you could do to save space is make the HUD larger and do like Gemini 3D: Only use a small area of the screen for the gameplay area. Or if you use the HP Prime you could just use a lower resolution and scale the images up.


Those grayscale pics look nice by the way! :)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 29, 2015, 06:19:14 AM
I was curious about what my 2006 TI-84+ xLIB game would look like in color so I decided to do a mockup of the first and second areas (based on the 2007 expansion) with new tiles:

(http://img.codewalr.us/metroid2stariamapscrn2.png)
(http://img.codewalr.us/metroid2kraidmapscrn.png)

And a quick edit with a colored HUD slapped on it:
(http://img.codewalr.us/metroid2evocolormockup.png)

This is how it could look like if ported to the HP Prime. Scaled up graphics, but since the original maps were supposed to be 12x8, I decided to make the game 12x9 instead of hiding the top row of tiles like in the original game. The HUD pretty much uses the same color scheme as in Super Metroid (the shield represents energy tanks, hence why it's pink)
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 29, 2015, 12:17:06 PM
Ha those look great. I was thinking this looks like influences from metroid as well.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 29, 2015, 02:48:33 PM
Thanks, and yeah I was influenced a bit from NES Metroid as well.
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 29, 2015, 04:57:24 PM
It looks great so I hope you port it to a color system.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 29, 2015, 08:17:07 PM
Thanks. I don't know if it will happen, but an HP Prime remake would definitively be cool. Gameplay would most likely remain similar in style, but with smoother movement. I'm still curious about how I would do camera movement, though, to ensure that the screen stops scrolling when you reach an hatch or centers itself between two hatches (while making sure Samus remains in the screen).

Here is another mockup by the way, this time from Inferna:

(http://img.codewalr.us/metroid2evocolormockup2.png)

If this game ever gets ported, it will probably be renamed back to Diortem, its original name from 2005, which is basically Metroid spelled backwards. I wonder if @Keoni29 would be interested in making a computer game based on this :P (although there is already one called Minitroid IIRC)
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 29, 2015, 08:25:57 PM
Ah that one is cool too. For the camera you could do blank padding but in my opinion that isn't as good as having the character move to the edge of the screen with the camera stopping. It requires a lot more code though.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 29, 2015, 09:06:28 PM
The issue with this game is that certain portions of maps can stop scrolling earlier than others, for example the middle hatch in the first area where the spaceship is is placed 12 pixels to the left compared to the two other entrances. Basically, I have to make sure that in the middle of the map, the camera will stop scrolling earlier than other portions of the area.

Anyway, I have finished converting the entire game map into colors:

https://img.ourl.ca/metroid2ecolor-1.png

(https://img.ourl.ca/metroid2ecolor-1.png)
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 29, 2015, 09:09:54 PM
Wow that map is big. If you ever do plan to port, good luck with keeping it within the calcs limit of space.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 29, 2015, 09:46:12 PM
Yeah I wish that xLIB had compression back then. Metroid II is like 120 KB including xLIB >.<. It should not be a problem on the HP Prime, but it would still take a bit of space.
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 29, 2015, 10:03:30 PM
Ouch thats a lot. Of course the prime continues to show up other calcs in terms of specs (but the coding userbase is still small :(). I don't think that game would fin on the 84+ CSE because of size though. XLIBC sprites are huge (compared to their tiny monochrome friends).
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 29, 2015, 10:09:39 PM
It would probably fit on the CSE, but it would run even slower than the original. Also, since xLIB uses 160x120 resolution, the game would only take a small portion of the screen unless I adapted maps for a larger screen, which would be a considerable amount of work. The HP Prime allows any resolution so that would not be a major issue.
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 29, 2015, 10:15:08 PM
Yep. I'm not sure if I'll get an HP Prime until college though (maybe HP fixes stuff before then) so hopefully more content. If you do "port" (or whatever) that to the prime that might get lots more people interested in it. Especially if it works as well as the mockups look.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 30, 2015, 12:15:08 AM
THe HP Prime got much better since the last two versions, but I agree that there are still some quirks to be fixed. And I doubt Metroid would attract as many people as Zelda/Mario since it seems much less popular. But we never know. What I like is that the game graphics would still have the feel from older calc models, but with colors.
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 30, 2015, 01:10:58 AM
Well maybe we can find a c clone of one of those games and port it to the prime. What I'd really want to see though is smash. It could definitely handle it.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 30, 2015, 01:28:27 AM
Yeah it would, by far. You could probably even add pseudo 3D or parallax scrolling and it would still run fast, plus you get the benefits from sprite scaling/zooming

Maybe a Super Smash :walrii: game?
Title: Re: Game mock-up graphics and ideas
Post by: CKH4 on August 30, 2015, 02:12:48 AM
Not sure what the attacks would be but yeah that would be cool. Would pc c code be compatible with the HP prime without any changes?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 30, 2015, 02:24:18 AM
Nope, because the HP Prime doesn't support C yet (although if someone wanted to he could write a third-party OS that does since there's isn't much protection against third-party OSes). However, the HP PPL language (which looks a bit like Pascal and TI-BASIC) would do the job perfectly and you can use the emulator with WAIT(.016); commands at the end of every loop to test your programs.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on September 12, 2015, 04:44:27 PM
here is a mockup for a mirage os like shell:
(http://imgur.com/hPiG3RE.png)
The weird lighting effect are caused because the camera and my lamp are not 100% synced 60 hertz. (its called the rolling shutter effect). The effect would bot be so noticeable if there was a second light source like the sun, or if the lamp was not a foot from the calculator.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 12, 2015, 09:34:01 PM
Looks nice actually. But good luck trying to compete head-on with DCS7, MirageOS and ZStart. I am curious about what are your plana with this, feature-wise?
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on September 12, 2015, 10:16:46 PM
Quote from: DJ Omnimaga on September 12, 2015, 09:34:01 PM
Looks nice actually. But good luck trying to compete head-on with DCS7, MirageOS and ZStart. I am curious about what are your plana with this, feature-wise?
I know it maybe hard, but i plan to take the best of all three shells. The file system will be compatible with doorsCS, so if my shell does not provide a feture that doors does, you can just hop between the shell and all your folder and files will be there. The ui, as you see, will be similar to mirageOS, although some ui stuff will be unique. I dont realy know what unique fetures i will add yet, as i dont know wether this will be aimed at programers or regular users. (probably the first due to the fact that i did not go with a doors like ui.)
But then again, this is after all a mockup, and not a solid project like lazer.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 14, 2015, 06:17:04 AM
Wait I didn't know it was possible. I assume you will read the content of the DCS apps, right? Make sure to not alter them in ways that can crash DCS7, tho.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on September 14, 2015, 07:00:04 PM
Quote from: DJ Omnimaga on September 14, 2015, 06:17:04 AM
Wait I didn't know it was possible. I assume you will read the content of the DCS apps, right? Make sure to not alter them in ways that can crash DCS7, tho.
Well, not rely. The vat, as you may know, serves tios as a look up table for files. A few bytes in a vat entry tell the location of the file, some the file type, and others spell the file's name. There is one byte in each vat entry that does seemingly nothing. Doors uses this byte to store the file's location in the folder structure. For every folder created, doors also creates a hidden file called "%FLDn" where "n" is the folder's id. The file contains the name of the folder. Because the folder file has a vat header, it can be easily placed within other folders. Hope this makes sense :D

Edit: It was hard for me to do this, but i decided not to make a shell. In the end, i will have to try very hard just to get a shell that can be compared to mirage or doorscs, and latter's ui seems to be preferred anyway. :(
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on September 16, 2015, 11:24:14 PM
Another week, another mockup! JK i said that quizzaciously. I dont plan to make a mockup every week :P
(http://imgur.com/3f9y5yh.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 17, 2015, 02:55:39 AM
Quote from: c4ooo on September 14, 2015, 07:00:04 PM
Quote from: DJ Omnimaga on September 14, 2015, 06:17:04 AM
Wait I didn't know it was possible. I assume you will read the content of the DCS apps, right? Make sure to not alter them in ways that can crash DCS7, tho.
Well, not rely. The vat, as you may know, serves tios as a look up table for files. A few bytes in a vat entry tell the location of the file, some the file type, and others spell the file's name. There is one byte in each vat entry that does seemingly nothing. Doors uses this byte to store the file's location in the folder structure. For every folder created, doors also creates a hidden file called "%FLDn" where "n" is the folder's id. The file contains the name of the folder. Because the folder file has a vat header, it can be easily placed within other folders. Hope this makes sense :D

Edit: It was hard for me to do this, but i decided not to make a shell. In the end, i will have to try very hard just to get a shell that can be compared to mirage or doorscs, and latter's ui seems to be preferred anyway. :(
Oh I was sure that the folders were stored inside the appvar. I hope that RAM clears can't erase our folders like with Mirage.

Quote from: c4ooo on September 16, 2015, 11:24:14 PM
Another week, another mockup! JK i said that quizzaciously. I dont plan to make a mockup every week :P
(http://imgur.com/3f9y5yh.png)
That looks kinda cool. For some reasons it reminds me a bit of the scenery in Metroid's title screen. :P
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on November 18, 2015, 06:45:56 AM
Here are some random mockups I made of thingies. Not gonna make them anytime soon, don't count on ANY of these coming to fruition.

Some Japanese text:
(http://i.imgur.com/auzzFSv.png) (http://i.imgur.com/BzLYGSS.png) (http://i.imgur.com/rGdehmm.png) (http://i.imgur.com/uHfPwoM.png) (http://i.imgur.com/W87e8LW.png)

Mario Bros title screen, in selectable Japanese and English:
(http://i.imgur.com/VP3aNls.png) (http://i.imgur.com/QQ21U6W.png)

Every non-Mario thing in Mario Bros:
(http://i.imgur.com/yLVja04.png)

A new style of Bejeweled, complete with gems (and perhaps special powered gems?) and hypercubes at the bottom:
(http://i.imgur.com/cdeRnjq.png)

Hypercube rotating:
(http://i.imgur.com/xCXnVoA.png)

Woody...for some reason... :-\
(http://i.imgur.com/LMb65pD.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 18, 2015, 07:04:13 AM
Awesome work JWinslow :D

I really hope you can manage to get that Mario Bros clone done. It reminds me a lot of the 68K version. Also I like how the Japanese text is anti-aliased.
Title: Re: Game mock-up graphics and ideas
Post by: p4nix on November 18, 2015, 10:22:44 AM
This started as a menu for an Aqu-Wars clone :P
(http://img.codewalr.us/menu.png)

And I also was about to make a space game once:
(http://img.codewalr.us/lostinspace.png)

Well, if I ever make a game, I will use the codewalrus logo and my name as intro :P
(http://img.codewalr.us/p4nix.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 19, 2015, 04:15:22 PM
Wait... wasn't Aqu-Wars color?

Nice art, though. And yeah same, unless it's a small game. I don't want CW logo to take 90% of the file size.
Title: Re: Game mock-up graphics and ideas
Post by: p4nix on November 19, 2015, 04:35:56 PM
Yeah, aqu-wars was color. But I liked 123outerme's concept and tried to do something similar. I've made like 30 different 8x8 sprites and tiles and put them into my C code by hand (in hexadecimal). One shouldn't hardcode :P (I don't hardcode sprites anymore).
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 19, 2015, 10:43:59 PM
Now I wish that those Aqua Wars game were finished. But I kinda like Uvutu more overall since I am more into RPGs. :P
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on December 12, 2015, 05:33:30 AM
I just thought I'd put these gifs here.
/me places them on a table pointed in your general direction, slowly backs away from it, then runs, and watches you silently from behind a corner as you look at them

(http://i.imgur.com/zGagybg.gif) (http://piskel-imgstore-b.appspot.com/img/e4687cb3-a086-11e5-bc75-39b16326686d.gif)

These are both related to my entry to CodeWalrus Contest #2. Which I may or may not finish.
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on December 12, 2015, 05:55:52 AM
What is the second sprite?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on December 12, 2015, 09:24:36 AM
The second sprite is a standalone wing, right? Or is it a fish?
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on December 13, 2015, 04:11:16 AM
Quote from: alexgt on December 12, 2015, 05:55:52 AM
What is the second sprite?
A fish. I'd make it a collectible for points.

Quote from: DJ Omnimaga on December 12, 2015, 09:24:36 AM
The second sprite is a standalone wing, right? Or is it a fish?
What kind of a wing has eyes? :P

...hey...speaking of fish and eyes...what do you call a fish with no eyes? Answer below. :thumbsup:

As well, here is a gif of a Scratch project (unshared, and unplanned to be in the contest, don't worry) I am working on to plan out my game. I've added random obstacles in the form of mines, the same kinds from the animation in the CW promo video. This minus the background is also how far I've come along on-calc (except I've implemented collisions on-calc).

(http://i.imgur.com/mHEzfhY.gif)
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on December 24, 2015, 08:03:52 PM
An idea for a Santa Tracker
(http://i.imgur.com/CN6pUlt.png)
(http://i.imgur.com/QM9To4m.png)
Graphics designing is kinda fun :) If only I could do this, my brother would love me forever :D
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on December 24, 2015, 08:34:02 PM
This had to be done @JWinslow23

(http://img.codewalr.us/santawalrii.png)

Joking aside, that looks cool. It seems a bit too large for the calc resolution, but you could do it for any platform. :)
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on December 24, 2015, 08:44:28 PM
Quote from: DJ Omnimaga on December 24, 2015, 08:34:02 PM
This had to be done @JWinslow23

(http://img.codewalr.us/santawalrii.png)

Joking aside, that looks cool. It seems a bit too large for the calc resolution, but you could do it for any platform. :)
Shoot, I made that sleigh sloppily. You really had to do that to your walrii? :P

And thanks. My entire point of doing that was to envision it for the calc platform. It would look awesome! Plus, some Santa-believers (or people who want to humor the people who DO believe in Santa) could show this off to others, and they'd be pretty freaking stunned. You know exactly where Santa is and what he's doing...but it's on a calculator!
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on December 24, 2015, 08:48:02 PM
Indeed I had to do it, thanks to our modified Rule 34 :P

As for Santa believing I feel it's more to entertain kids and make them behave during holidays. Over here we were sometimes told that if we misbehaved during holidays, then Santa would not bring us gifts. Also there was always one family member wearing a Santa Claus costume during CHristmas eve and he was in charge of giving presents. It would definitively be a cool Christmas game, though :)
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on December 24, 2015, 08:51:02 PM
Of course. However, there are still some adults (and even high-schoolers) that still believe in Santa. I know I did until I lost a tooth but didn't have it by night time to put under my pillow. I was wondering how those $20s got under my pillow without me noticing :P So it'd be a nice "utility" for them, like NORAD's or Google's Santa trackers. Even though it's not real unable to be scientifically explained :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on December 25, 2015, 03:13:45 AM
Wait really? I would have thought this is a kids thing. But again perhaps some people are really convinced that he lives on the North Pole or something.
Title: Re: Game mock-up graphics and ideas
Post by: Yuki on December 25, 2015, 05:49:55 AM
B-b-but I believe in Santa D:
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 17, 2016, 07:11:48 AM
This is a mockup of what could a CE Textlib RPG could probably look like if it had actual sprites:

(http://img.codewalr.us/3x9mockups.png) (https://img.ourl.ca/3x9mockups.png)

(http://img.codewalr.us/3x9sprites.png) (http://img.ourl.ca/3x9sprites.png)

I bet it would be slow-ish, though. The floor would be a plain color and some sprites would be re-used with different color palettes (for example, sprite 10 and 11 are sprite 1, while sprite 8 is sprite 7), palette that would be defined when entering the dungeon, for both wall tiles. The character would be shorter and its bottom not chopped off, hence why the legs are so long, but its surrounding color would basically be the floor color and its legs would be blue when underwater.

I wonder if such graphics (aside from the colors) would be feasible on the Atari 2600, or even using bAtari Basic? Or what about the Intellivision?

EDIT: Here's another version.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 17, 2016, 11:06:10 AM
Wow! It's awesome!
That's pretty cool. :D

*Dudeman313 mumbles something about Dark Link Quest
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 17, 2016, 04:38:47 PM
Thanks. I really need to try implementing this into a test map engine.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 17, 2016, 10:37:29 PM
Maybe that could be one of the contest challenges: to implement this stuff into Illusiat or some other basic game you made...maybe even RQ..... ;)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 18, 2016, 12:21:45 AM
A CE Textlib challenge could be cool, although the audience might not be big since not many people know how to use the library.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 18, 2016, 01:11:54 PM
I did not consider that. That's true, though.
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on March 20, 2016, 11:04:40 PM
Don't get any funny ideas yet :P
(http://i.imgur.com/v9tPABw.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 20, 2016, 11:53:49 PM
Quote from: JWinslow23 on March 20, 2016, 11:04:40 PM
Don't get any funny ideas yet :P
(http://i.imgur.com/v9tPABw.png)
*Dudeman313 forms some funny ideas
Just Kidding! But that's cool. :)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 21, 2016, 12:18:00 AM
I like it JWinslow23, but I think the contrast should be a bit darker or maybe the background black. :)

Also lol, 6789 deaths? O.O
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on March 21, 2016, 12:24:54 AM
Quote from: DJ Omnimaga on March 21, 2016, 12:18:00 AM
I like it JWinslow23, but I think the contrast should be a bit darker or maybe the background black. :)

Also lol, 6789 deaths? O.O
Contrast? I literally just took the first colors I thought looked good for all those assets. I have no idea what all the colors are for the CE color palette.

Also, 6789 was just to continue the pattern. I usually make numbers sequential in my mockups.
(http://img.ourl.ca/CookieClickerMockup.png)
(http://img.ourl.ca/SudokuMockup.png)
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on March 21, 2016, 12:29:06 AM
(http://imgur.com/Bjvguch.jpg)
Maybe ile be able to make a 2D minecraft clone. @DJ Omnimaga  i am using 8bpp btw ;) Also the palette will be custom to allow for the colours i need at any given moment.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 21, 2016, 12:29:55 AM
Quote from: JWinslow23 on March 21, 2016, 12:24:54 AM
Quote from: DJ Omnimaga on March 21, 2016, 12:18:00 AM
I like it JWinslow23, but I think the contrast should be a bit darker or maybe the background black. :)

Also lol, 6789 deaths? O.O
Contrast? I literally just took the first colors I thought looked good for all those assets. I have no idea what all the colors are for the CE color palette.

Also, 6789 was just to continue the pattern. I usually make numbers sequential in my mockups.
(http://img.ourl.ca/CookieClickerMockup.png)
(http://img.ourl.ca/SudokuMockup.png)
Oh I meant to make the orange and blue darker, since they looked pretty light in color. But maybe on the real calc it looks better. Also in C you can use any color you want within what 16 bits allow.

And lol I liked those games and mockups :D

Quote from: c4ooo on March 21, 2016, 12:29:06 AM
(http://m.imgur.com/Bjvguch)
Maybe ile be able to make a 2D minecraft clone. @DJ Omnimaga  i am using 8bpp btw ;) Also the palette will be custom to allow for the colours i need at any given moment.


Your image link doesn't work D:
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on March 21, 2016, 12:40:58 AM
Quote from: DJ Omnimaga on March 21, 2016, 12:29:55 AM
Quote from: JWinslow23 on March 21, 2016, 12:24:54 AM
Quote from: DJ Omnimaga on March 21, 2016, 12:18:00 AM
I like it JWinslow23, but I think the contrast should be a bit darker or maybe the background black. :)

Also lol, 6789 deaths? O.O
Contrast? I literally just took the first colors I thought looked good for all those assets. I have no idea what all the colors are for the CE color palette.

Also, 6789 was just to continue the pattern. I usually make numbers sequential in my mockups.
(http://img.ourl.ca/CookieClickerMockup.png)
(http://img.ourl.ca/SudokuMockup.png)
Oh I meant to make the orange and blue darker, since they looked pretty light in color. But maybe on the real calc it looks better. Also in C you can use any color you want within what 16 bits allow.

And lol I liked those games and mockups :D

Well, the orange would actually be a randomized color, like the original (the spikes would also be a randomized color), but I'll make the blue darker.

Also, I almost forgot I made a Sudoku game before I looked back on ticalc.org. :P
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 21, 2016, 12:46:31 AM
@c4ooo : That title screen looks nice!
And @JWinslow23 , I was wondering about the death count too. :P

But those mockups are nice! I messed up and lost my CE far too soon. :'(
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 21, 2016, 12:47:16 AM
Oh, I didn't know the original colors were random.  Just make sure that it won't do stuff like bright yellow on white if you ever make this game. :P
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on March 21, 2016, 01:18:40 AM
Quote from: DJ Omnimaga on March 21, 2016, 12:47:16 AM
Oh, I didn't know the original colors were random.  Just make sure that it won't do stuff like bright yellow on white if you ever make this game. :P
I will not promise to do or not do anything. :P
Also oops there's an upside-down-T-shaped section in the blank space that's not exactly white but don't tell anyone :P
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on March 21, 2016, 02:30:15 AM
Quote from: JWinslow23 on March 21, 2016, 01:18:40 AM
Quote from: DJ Omnimaga on March 21, 2016, 12:47:16 AM
Oh, I didn't know the original colors were random.  Just make sure that it won't do stuff like bright yellow on white if you ever make this game. :P
I will not promise to do or not do anything. :P
Also oops there's an upside-down-T-shaped section in the blank space that's not exactly white but don't tell anyone :P
I wonder if there are also upside down 'h' 'e' 'g' 'a' 'm' 'e' sections also :trollface:

Lazer I might get a CE port:
(http://imgur.com/J80gKx0.jpg)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 21, 2016, 02:34:07 AM
A CE Lazer port would be nice. You can change the background color by the way. If you do backgroundOn 12, followed by a ClrDraw and dispgraph it will turn the graph screen black instantly.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 21, 2016, 05:22:27 AM
It would be nice!
Glad you're happy with your shiny new CE, but after awhile, it'll accumulate scratches, and eventually, you'll realize that your sleeve alone can no longer make the screen look completely clear. :P
I recomend lens wipes.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 21, 2016, 08:42:42 PM
Textlib Invaders mockup:

(http://img.codewalr.us/textlibinvaders.png)

I think this could be possible if kept this simple, since I did it on the homescreen back in 2002, after all. Basically the boss would just be an extra rectangle plastered on top of an horde of ships and two ships would be yellow like if they were eyes. To defeat a boss you would have to destroy both eyes (or maybe only one?). As for enemy lasers I think they would come in patterns for the boss such as 4 at once.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 21, 2016, 09:17:01 PM
That is so cool looking! Would there still be bunkers? And how might the performance be, speed-wise?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 22, 2016, 06:33:25 AM
I doubt it, since the game idea is not Space Invaders but more based on Galaxian. I don't know what the performance would be either, but judging by how long it takes to draw sprites of 27 rectangles, I would say don't expect anything better than 3 FPS for this (unless I showed 12 ships at a time instead of 16 like in my 2002 BASIC game). Each ship in this mockup are 2 rectangles, which means 32 rectangles plus your ship and the two laser blocks, meaning 34 rectangles total and 35 during boss fights. That would mean 27 rectangles if 12 ships show up.

Showing 12 ships at a time seems like a good compromise, though, given that you could only shoot 1 laser at a time (although they would move fast).

EDIT: Here's another boss idea, where only 2 ships would be alive (dead ships are black) and the enemy grid is 12 ships large:

(http://img.codewalr.us/textlibinvadersboss2idea12ships.png)

The boss rectangle is basically drawn behind the army in a way that makes it look like a giant alien ship. Killing both eyes would destroy the boss. The boss that appears during the yellow enemy wave would be very hard in the way that you wouldn't be able to see the eyes you need to shoot, but some people might find this kinda cheap <_<
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 22, 2016, 01:11:10 PM
I think it'd be cool anyway. Are you going to make some moving mock-ups?
Title: Re: Game mock-up graphics and ideas
Post by: ordelore on March 22, 2016, 04:16:47 PM
BBBBBBBBBBBBBBBBBBBBDDDDDDD2BBBBB222222222222BBBBBB2EEEE33332B5BBBBE8DCCCC8D3B5BBB5D8CCCCC8C35BBBB5C8CCCCC8C35BBBBB3CCCCCCCC3BBBBBBB333E3333BBBBBBBBBBE3CBBBBBBBBBBBBB333CBBBBBBBBBBBB333CBBBBBBBBBBBC22CCBBBBBBBBBBBB222BBBBBBBBBBBBBB222BBBBBBBBBBB33333BBBBBB
I wanted to see how Quote (from Cave Story) might look in the CE now that xlibCE is being developed.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on March 22, 2016, 05:16:48 PM
Looks nice. I wonder how the game overall would look like with 160x120 sprites. Someone made 8x8 sprites of Cave Story on Omnimaga in 2010 but of course they were monochrome.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on March 22, 2016, 07:54:37 PM
Quote from: DJ Omnimaga on March 22, 2016, 05:16:48 PM
Looks nice. I wonder how the game overall would look like with 160x120 sprites. Someone made 8x8 sprites of Cave Story on Omnimaga in 2010 but of course they were monochrome.
I bet it would look pretty cool! That's a lot of room for details.
Title: poke DJ
Post by: c4ooo on April 04, 2016, 07:35:34 PM
(http://imgur.com/hWqVBm3.png)
Its meant for the CE ;) How do the proportions look?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 04, 2016, 07:40:37 PM
I like it, but I think the buttons should have a smaller width (50% of the logo)
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on April 04, 2016, 07:42:17 PM
Quote from: DJ Omnimaga on April 04, 2016, 07:40:37 PM
I like it, but I think the buttons should have a smaller width (50% of the logo)
I think so too, but the 16*16 font does not fit the orignal size button.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 04, 2016, 07:44:27 PM
Isn't the font 8*8 but with a 2x zoom? You could get rid of the zoom.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on April 04, 2016, 07:46:59 PM
Quote from: DJ Omnimaga on April 04, 2016, 07:44:27 PM
Isn't the font 8*8 but with a 2x zoom? You could get rid of the zoom.
IDK why, but it looks to small:
(http://imgur.com/q4DT9xb.png)
It actually looks ok on the mockup, but the CE screen is tiny :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 04, 2016, 09:20:38 PM
Actually it's not that bad. Small stuff can look fine on the CE LCD but it depends which color.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 06, 2016, 07:22:29 AM
Here are some mockups for what a Ghost 'N' Goblins clone or some sort of zombie game could look like in CE Textlib, if objects and monsters only had 3 blocks each, the floor remained static, as well as the sky:

(http://img.codewalr.us/ghostngoblincemockups.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on April 06, 2016, 02:20:36 PM
*Dudeman313 smiles and thinks of his Zombie Gun CE suggestion
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 10, 2016, 05:58:19 AM
TO be honest, I was never a big fan of Zombie Gun CE. It is fun for a while, especially when there is a shop, but as a side-scrolling platformer fan, I get bored of those games easily because all you do is shoot zombies on a flat plains map with absolutely no obstacle, pits, etc. I prefer when we can jump on platforms, over pits, avoid spikes and solve mazes like in NES games.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on April 11, 2016, 10:24:47 PM
Yeah, I always thought the original Zombie Gun was lacking something, but that was before I found out about the "Back From the Dead" beta on Omnimaga that was extremely challenging and gave you no time for boredom, and required you to be on your toes or die in an instant.
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on April 15, 2016, 05:53:09 AM
North & South, a Civil War sim, on TI-84+.
(http://i.imgur.com/4fygGIp.png)
Hopefully I can make this. I'd love to see it!
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 15, 2016, 05:57:18 AM
I am definitively curious about how this could be done. My main concern is flood-filling that gray area. The only way I can think of is to designate one point in the gray area and then fill each pixel one by one from left to right and top to bottom. But that might be quite slow to render for large patches of sea.

THe lines would probably not be too hard. After all, I once drew the Zelda logo in pure BASIC (although I used an ASM lib to setup 160x240 mode beforehand using Stat Plot:

(http://img.codewalr.us/zeldacsetitle.gif)
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on April 15, 2016, 06:09:33 AM
Quote from: DJ Omnimaga on April 15, 2016, 05:57:18 AM
I am definitively curious about how this could be done. My main concern is flood-filling that gray area. The only way I can think of is to designate one point in the gray area and then fill each pixel one by one from left to right and top to bottom. But that might be quite slow to render for large patches of sea.

THe lines would probably not be too hard. After all, I once drew the Zelda logo in pure BASIC (although I used an ASM lib to setup 160x240 mode beforehand using Stat Plot:

(http://img.codewalr.us/zeldacsetitle.gif)
I would not do anything like flood filling (unless I could get away with each area being entirely rectangular :P ). I'd love to have it in one form that I could just draw on command without having to go through a "rendering" process every time I wanted to draw it. Perhaps I could turn the graphics all into tiles, but the state boundaries could be vector graphics?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 15, 2016, 06:12:43 AM
Yeah but with vector graphics, how would you draw a large pool of gray water? I am a bit confused. I guess you could always have vector graphics for state boundaries, though.


The other idea could be to use a massive image but with RLE compression. A tile-map would definitively work too, but what you would need to do is make a large picture mockup, convert it into a tilemap using Mappy, for example, then export the tileset (and if you can convert the map data into calc format, then export that too)
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on April 15, 2016, 06:16:48 AM
Quote from: DJ Omnimaga on April 15, 2016, 06:12:43 AM
Yeah but with vector graphics, how would you draw a large pool of gray water? I am a bit confused. I guess you could always have vector graphics for state boundaries, though.


The other idea could be to use a massive image but with RLE compression. A tile-map would definitively work too, but what you would need to do is make a large picture mockup, convert it into a tilemap using Mappy, for example, then export the tileset (and if you can convert the map data into calc format, then export that too)
I mean, the tiles are for all the graphics EXCEPT state boundaries and rivers. Including the water, the western United States, and that bomb throwing Hispanic guy's napping place.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 15, 2016, 06:18:15 AM
Oh I see, so the map itself would be graphical and just the borders would be vectorial.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 16, 2016, 06:37:39 AM
Here is a mockup of what Metroid could look like with CE Textlib with tiles made of 3 rectangles each (to avoid the slanted effect I would just have to change the X offset to be high enough to move down so I can move the Y offset back up by a multiple of 4:

(http://img.codewalr.us/metroidtriplerectanglemockup2.png)

This would use 6x6 tiles to preserve the 12x8 map size from the TI-84+ xLIB game (another reason why it would use CE Textlib).

The idea there is that since it takes 0.3 seconds to draw a sprite made of 27 rectangles, then I could display 8 sprites made of 3 recangles each in that amount of time. The drawback is that by doing so I wouldn't be able to skip drawing empty sprites (where you can walk) like I do with First Fantasy II. On the other hand, I could always just use some boolean logic with CE Textlib (so that I execute a dummy command instead of DrawRectangle) but that in turn could cause the list to take longer to be stored and the game to be larger. As for the name, it could be Diortem, Metextlibroid, Textlibroid or Textlibtroid. :P

EDIT: I updated the mockup. The Samus sprite would be made of 7 rectangles.





Title: Re: Game mock-up graphics and ideas
Post by: aetios on April 16, 2016, 01:57:24 PM
That looks nice man, wanna see that.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on April 16, 2016, 03:19:13 PM
Just saw this. Man, that's awesome-looking! Samus looks pretty cool.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 16, 2016, 05:58:40 PM
Thanks. Samus was hard to make in such small amounts of  rectangles, especially the legs.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on April 16, 2016, 06:30:35 PM
Have you started playing around with jumping and movement yet?
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 16, 2016, 07:40:31 PM
There's no code yet. That's just a mockup and not guaranteed to take off. But I am 100% sure it would be feasible.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 18, 2016, 08:37:11 PM
Here is another set of mockups for what Metroid CE Textlib could look like:

(http://img.codewalr.us/metroid2mockupa.png) (http://img.codewalr.us/metroid2mockupb.png)

The second one would require making a custom font routine (digits would be made of 3 rectangles each, including a big white square followed by erasing parts of it with 2 black rectangles.) Drawing digits would probably use the same sprite routine as other triple-rectangle sprites.

The power-ups uses more rectangles, because they don't need to be drawn in real-time. The gun uses 4, the morph ball too, the bomb uses 3, the varia suit uses 5, the armor uses 4 and the plasma beam uses 7.

I forgot to include the long beam in there, but this one would most likely use 2.
Title: Re: Game mock-up graphics and ideas
Post by: 123outerme on April 18, 2016, 08:45:45 PM
Looking great, DJ!

Quote from: 123outerme on April 18, 2016, 02:50:49 AM
It appears I've lost my top secret .gif somewhere...






(http://i.imgur.com/5I9U53g.gif)
It's a small test for one of my new projects. It'll be sorta like Fire Emblem and Empire Earth combined. You gather an army, arrange them into different formations (fully customizable) and fight enemies! Of course none of that is shown though :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 18, 2016, 08:47:53 PM
Aah I see. But I was wondering since some of the zoomed maps shows mostly trees, so I assumed that you wouldn't be able to walk there. :P (which is why I did not get the Fire Emblem idea right away)


And thanks :)
Title: Re: Game mock-up graphics and ideas
Post by: 123outerme on April 18, 2016, 08:49:54 PM
Quote from: DJ Omnimaga on April 18, 2016, 08:47:53 PM
Aah I see. But I was wondering since some of the zoomed maps shows mostly trees, so I assumed that you wouldn't be able to walk there. :P (which is why I did not get the Fire Emblem idea right away)


And thanks :)
It'll be more like Fire Emblem in that you will be able to have troops on top of those tiles, but they'll have a strategical advantage or disadvantage (like how keeping your troops in Forts heals at the beginning of every turn). Of course, if I'm able to implement that, that's what it'll be.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 18, 2016, 08:52:36 PM
Oh I see now. Maybe trees could be made so that only elves or such troops could cause max damage or have high accuracy and make some units such as catapults, be unable to be placed there.
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 20, 2016, 01:32:12 PM
(http://i.imgur.com/LXxER5z.png)
Those two blue blocks seem to be at the same distance, right?
[spoiler]
(http://i.imgur.com/4OTvtMy.png)
Plottwist!
[/spoiler]
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on April 20, 2016, 06:46:53 PM
Not really; IMO, you can kind of tell that one's farther away even without the changed POV picture. :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 20, 2016, 07:48:56 PM
Is this an update to your raycaster Cumred? This looks cool :3=
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on April 20, 2016, 08:10:21 PM
I thought it was Minecraft?  :-|
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 21, 2016, 09:34:10 PM
Quote from: Dudeman313 on April 20, 2016, 06:46:53 PM
Not really; IMO, you can kind of tell that one's farther away even without the changed POV picture. :P
You shouldn't be able to, since the projected distance should be the same (except for if the camera is not really centered)

Quote from: DJ Omnimaga on April 20, 2016, 07:48:56 PM
Is this an update to your raycaster Cumred? This looks cool :3=
Thanks! Its not really an update, but just a 3D version, made with LibGDX.

Quote from: Dudeman313 on April 20, 2016, 08:10:21 PM
I thought it was Minecraft?  :-|
Its not, i just used textures of some minecraft resource pack
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 21, 2016, 11:29:58 PM
I hope you can release a maze or game out of it Cumred :3=
Title: Re: Game mock-up graphics and ideas
Post by: Snektron on April 22, 2016, 07:24:27 AM
That was indeed my plan :3
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on April 28, 2016, 06:05:38 PM
(http://img.codewalr.us/zelda4rectangletilesmockup.png)

This is what Zelda would look like in CE Textlib if it used sprites made of 4 rectangles each (or 5 for Link). The problem though is that it would use a lot more different tiles than FFII, so sprite data would be much larger for tiles (FFII CE tiles are 27 list elements each, but the game only has 5 tiles. Zelda would have 16 elements per tile, 4 per rectangles, but over 30 tiles due to how Zelda map perspective is laid out, so about three times more sprite data.
Title: Re: Game mock-up graphics and ideas
Post by: Dudeman313 on May 05, 2016, 02:05:06 AM
Nice! Do I sense a Dark Link's Quest coming?

Also, it's Star Wars Day. May the Fourth be with you.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on May 05, 2016, 02:42:39 AM
With this map system, DLQ would be impossible. It would be a different Zelda game.

Also I think I would use smaller tiles, because 9x9 is too big for CE Textlib. I would need something that doesn't take so much space on the screen. In order to be easy enough to display, sprites would need to be 6 pixels in width I think.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on May 11, 2016, 06:53:55 AM
Mockup of First Fantasy II using sprites that are made of only three rectangles each (the floor is drawn with three rectangles and can be a different color than the wall background color:

(http://img.codewalr.us/mockups.png)

This resulted into 9x9 sprites, sort-of, but of course some details were lost.
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on May 11, 2016, 11:40:12 AM
Nice! that looks really good DJ.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on May 11, 2016, 03:53:03 PM
Thanks. I was worried about having to reduce details way too much and make the game look as bad as some of the generic TI-Basic games that only uses line commands on ticalc.org, but via some tricks I managed to find solutions. Also the tradeoff is that the resolution is higher. :)

The annoying part, though, was the top of the screen limitations (which is what the Danger Zone in the spritesheet I posted in the other topic is all about). I can't make rectangles start up from pink pixels, else they won't show up. I could just have made graphics draw 2 rows lower but I wanted to keep the HUD at the bottom of the screen (for now at least)


The next annoying part will be to convert all sprites to data. >.<
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on May 11, 2016, 04:41:53 PM
Yeah, I do find that HUD's work better if they are on the bottom of the screen :/
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on May 11, 2016, 08:14:09 PM
Well, in my case it's not that I prefer them at the bottom of the screen, but rather that Output() cannot display text at the top of the screen. With the faster map loading potentials I could always just display the HP/MP in a menu that is full screen, but I thought it was cool to see it displayed at any moment.

Else, the other idea I had in mind was just to use CE Textlib fonts but they can be akward to display on an aligned grid that isn't multiples of 12 pixels horizontally :/
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on May 12, 2016, 01:03:11 AM
Oh, I forgot there is a toolbar at the top of the CE xD. And yeah, I have no experience with Textlib so I can't relate :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on May 12, 2016, 03:22:56 AM
Yeah I removed the toolbar. :P

Also I made an H letter that is 5*7 once O.O (but it's small so perhaps not practical)
Title: Re: Game mock-up graphics and ideas
Post by: alexgt on May 12, 2016, 03:05:38 PM
wow that is small O.O
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on May 12, 2016, 07:04:54 PM
Indeed. Sadly, displaying the letters at 8 pixels intervals seems impossible without heavy work, so if I ever used such small font they would be spaced out every 12 pixel horizontally, which might look weird. I also had another font idea (11x19) but they're kinda big.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on May 23, 2016, 02:51:49 AM
(http://img.codewalr.us/friday13thCE.png)

This could actually become a thing, one day. (using Sprites v3)

Note that the title would be drawn three times with different offsets. I already have all text/sprites but I still need to convert them to base-36 data. The game would probably be similar to the Ghouls 'N' Goblins mockups I posted a while back, but with better sprites. And the main character would be a :walrii:
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on June 05, 2016, 10:31:12 PM
@JWinslow23 's discussion about an Axe Pac-Man on IRC made me remember my old mockups of Pac-Man for the 84+:

(http://img.ourl.ca/pacmanmockups.png)

The goal there is to not annoy the hell out of players with scrolling or a map flipped sideways. (Some people don't mind scrolling in Pac-Man, though)

The layout is the same as @AssemblyBandit's Pac-Man color clone.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on June 05, 2016, 11:05:17 PM
Dont really know where to post this, but since @DJ Omnimaga was wondering, here is the OS in 8,4,2, and 16 bit modes respectively: 

(http://imgur.com/GcVW7LM.png)

In the second image (4 bit mode) , the contents of the homescreen aren't the same as all the other though.

Alternating between your current mode and the mode lower could be used as some sort of magic spell effect in RPGs :)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on June 05, 2016, 11:22:11 PM
Oooh thanks. I did see the 8 bits mode on a real calc at last when grosged made Sprites v3.x use 8 bpp, and it kinda looks cool, although I bet it must be hard to use the calc in that mode. XD


But thanks for sharing those pictures. It looks kinda cool actually :D (too bad in 2,4 bits mode it's apparently slower to display stuff, because people could have saved a lot of memory on sprite data)


EDIT: Also TI-Smartview doesn't support anything other than 16 bpp. If you try playing Pacman on it you'll see 4 green screens.
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on June 06, 2016, 05:26:57 AM
My own Pac-Man mockup. I wouldn't mind scrolling, so long as I'm accurately able to see that the game is functioning as I want it to. (And I'll be scrutinous).

(http://i.imgur.com/yaRrOef.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on June 06, 2016, 06:25:06 AM
Yeah it's up to you. Also that looks very great! I hope flickering isn't too bad, though if it gets done. Also I hope it's not gonna die like Spot and your Mario game :P
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on June 06, 2016, 06:36:30 AM
We never speak of those games. They were way too involved for me to begin with and you know it. I barely even finished TITOL. :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on June 06, 2016, 06:43:30 AM
Ah sorry then D:. That said I think their artwork could be of good use if someone else was to finish them, although it seems like people prefer coding for color calcs nowadays.

Which reminds me, what about Wal-Rush! 84+? :P
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on June 06, 2016, 06:45:24 AM
Repurposed, and subsequently ported. The demo couldn't play for crap. :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on June 06, 2016, 07:23:25 AM
I am fairly sure that it could be doable using some tricks, but perhaps at 3 level grayscale instead of 4. Supersonic Ball did parallax scrolling by abusing the Copy() command but for collision detection Builderboy had to pretty much do it for me then explain the changes afterwards >.<
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on June 30, 2016, 05:57:21 PM
This is an idea of what Pintendre 3002 could look like in colors, but probably not doable with Lines due to the filled squares:

(https://img.ourl.ca/pintendre3002.png)

It could use frame by frame sprites, though, like the original game.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on August 06, 2016, 11:42:04 AM
Quote from: DJ Omnimaga on June 30, 2016, 05:57:21 PM
This is an idea of what Pintendre 3002 could look like in colors, but probably not doable with Lines due to the filled squares:

(https://img.ourl.ca/pintendre3002.png)

It could use frame by frame sprites, though, like the original game.
You would probably be able to fill those quads fast enough in asm. You could also "cheat" and fill it very fast without trig/geometry.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 09, 2016, 04:19:39 AM
For that game I would prefer to stick to basic or with libs, though. That said, on the HP Prime there is a FILLPOLY command that I could use to draw the road.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 18, 2016, 05:29:13 AM
What if Pokémon Go had walruses instead?

(https://pbs.twimg.com/media/CqHjyLTWAAAQIkl.jpg)
https://twitter.com/Codewalr_us/status/766143963048898560/photo/1
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on August 18, 2016, 06:20:33 PM
What if someone actually decided to program walrii-mon instead of just talking about it? :trollface:

Edit:
Quote from: DJ Omnimaga on August 09, 2016, 04:19:39 AM
That said, on the HP Prime there is a FILLPOLY command that I could use to draw the road.
Well as i said, you could "cheat" and render the road much faster then you would with FILLPOLY ;) You would need a counter for the width of the road, and increment it each time you went down a line.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 18, 2016, 06:38:23 PM
I have the sprite sheet done but no motivation to remap every Walrii one by one in a list with the dimensions and all <_<

On non-HP calcs it would be even worse, as I would need to convert each Walrii separately, one by one. And yeah I agree about the road. I need to give this a try someday...
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 23, 2016, 07:18:47 PM
This is not a game I am making but c4ooo was looking for a Walriimon title made with CW fonts and this is what I got as a result:

(http://img.codewalr.us/pokewalrus.png)

Sadly this is too big for calculators, though. But yeah maybe that might be useful if someone works on a Pokémon clone with walruses :3=
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on August 23, 2016, 07:21:13 PM
Wow thanks! I relly like the 3rd set :D
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 23, 2016, 07:22:16 PM
Thanks. I was going for a yellow line instead of dark blue but it looked weird IMHO. For a calc font I could probably made the outline and the inside dark blue, though, and scale the entire font down.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on August 23, 2016, 07:26:56 PM
Unfortunatly the 3rd one does not look as good against a blue background as well as the first one :(
(http://imgur.com/j69GCho.png)
(http://imgur.com/Pn3QRQE.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 23, 2016, 07:31:27 PM
Aah too bad. Couldn,t you just use a different color, though? Maybe a different shade/hue of blue, such as the sky, maybe red or something?

Also here's a small version that would fit on-calc:

(http://img.codewalr.us/pokewalrussmall.png)
Title: Re: Game mock-up graphics and ideas
Post by: 123outerme on August 28, 2016, 04:12:32 PM
(http://i.imgur.com/pK8idsM.jpg)
Coming soon to an online download near you...
(I think)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 28, 2016, 06:57:35 PM
Ooh,a remake or sequel would be cool O.O
Title: Re: Game mock-up graphics and ideas
Post by: 123outerme on August 28, 2016, 07:52:40 PM
Quote from: DJ Omnimaga on August 28, 2016, 06:57:35 PM
Ooh,a remake or sequel would be cool O.O
Yeah, I agree. I'm having mostly fun making it so far, even though all I've done is the menus. I plan to add every character from my past games, sort of a mash-up (or rather, a Smash-up) fighter. So far I have my Sorcery protagonist and the protagonist of an unreleased platformer (which I'll hopefully release something of sometime). I also plan to include an ASCII fighter (resembling my first year or so as a programmer, where I only worked with ASCII sprites). The 4th fighter I could make, I'm not sure who it should be yet.
Title: Re: Game mock-up graphics and ideas
Post by: kotu on August 29, 2016, 04:46:28 PM
(https://s17.postimg.org/gy9rfpa6n/mockup.png)

Here is a mockup of my possibly forthcoming mech/tank game for 84+CE... the grey bit in the middle is supposed to be a mech base.  >B)

I'm not an artist!!!! lol
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on August 29, 2016, 05:01:07 PM
I hope this one comes to fruition :P. My suggestion would be to make the tanks so they are transparent. You might have to change the color from light blue if they are too hard to see, though. Maybe you could put a light outline around them?

Also I made this mockup in 2010 but I thought I would post it again. It's a mockup of what Ancient Ys Vanished final battle would look like on a TI-84+ if someone made an Axe port:

(http://img.codewalr.us/ysoncalcmockup.gif)
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on September 04, 2016, 01:30:10 AM
(http://imgur.com/QtRt8Wu.png)
(Ignore the little squares in the text)
Title: Re: Game mock-up graphics and ideas
Post by: Yuki on September 04, 2016, 03:33:22 AM
Oooh, nice!
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 04, 2016, 05:39:31 AM
Quote from: DJ Omnimaga on August 29, 2016, 05:01:07 PM
I hope this one comes to fruition :P. My suggestion would be to make the tanks so they are transparent.

You are correct the units look better when transparent:

(https://s14.postimg.org/z812jkc9t/red_team.png)

Thanks
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 04, 2016, 07:27:02 PM
That looks better actually :)
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 05, 2016, 06:19:29 AM
working on making it look less blocky and better

(https://s9.postimg.org/re73383fz/map_with_roads.png)
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 05, 2016, 07:38:13 AM
the ground looks great this way, good job  :thumbsup:
It's just the base that still looks a bit blocky ^^
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 05, 2016, 01:19:29 PM
Quote from: p2 on September 05, 2016, 07:38:13 AM
It's just the base that still looks a bit blocky ^^
i am saying that this is the way the base was made  :P

*edit*
have smoothed the base up a bit, it does look better

(https://s10.postimg.org/meywgy8vt/new_base.png)

*edit ()*
here is a mockup of the shop screen

(https://s14.postimg.org/avnisrbdt/shop.png)

*edit ()*
minimap

(https://s18.postimg.org/mu43yvos9/minimap_mockup.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 07, 2016, 12:55:17 AM
Making it less blocky will be hard unless you want your program to take a lot more space for sprite data. I personally don't mind how it looks like now, plus it makes it more old school. Great improvements so far :)
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 07, 2016, 02:02:19 AM
Quote from: DJ Omnimaga on September 07, 2016, 12:55:17 AM
Making it less blocky will be hard unless you want your program to take a lot more space for sprite data. I personally don't mind how it looks like now, plus it makes it more old school. Great improvements so far :)
im happy to leave it as it is so far

however if someone wants to contribute with the graphics then i would be cool with that

just the concrete tile and some trees really but i can do it
only nice ppl are allowed to appear in the credits
and evil ones if they want
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 07, 2016, 07:49:40 AM
Just now realized how long it takes to draw such stuff >.<
My first attempt drawing such stuff ever...  :ninja:

right side is a bit mossy, left side isn't. But I just noticed my trees seem to be way too small...  9_9
(http://img.ourl.ca/trees-1.png)
[spoiler=Demo](http://img.ourl.ca/forest.png)
looks better than expected - but still the trees are too small :([/spoiler]
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 07, 2016, 09:52:56 AM
Quote from: p2 on September 07, 2016, 07:49:40 AM
Just now realized how long it takes to draw such stuff >.<
My first attempt drawing such stuff ever...  :ninja:

right side is a bit mossy, left side isn't. But I just noticed my trees seem to be way too small...  9_9
(http://img.ourl.ca/trees-1.png)
[spoiler=Demo](http://img.ourl.ca/forest.png)
looks better than expected - but still the trees are too small :([/spoiler]

they couldn't be like that in clusters .

i could get 2 trees from that of the same type i like what you did

each needs to be in its own 16x32 space

like
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 07, 2016, 09:55:51 AM
so you dont need forests but single stuff like a rock, a cat, a tree...?
and each tree should be 16x32 px?
sounds possible ;)
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 07, 2016, 09:57:09 AM
Quote from: p2 on September 07, 2016, 09:55:51 AM
so you dont need forests but single stuff like a rock, a cat, a tree...?
and each tree should be 16x32 px?
sounds possible ;)

different types of trees including dead ones and little ones, and patches of dry long grass (grass in 16x16
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 07, 2016, 01:16:32 PM
will provide more later. This is what I got so far :)
(http://img.ourl.ca/trees2.png)

Edit: Maybe I should center the trees in the lower 16x16 part instead of sticking them to the bottom line... >.>
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 07, 2016, 04:31:34 PM
Those trees look very nice p2!
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 07, 2016, 05:27:00 PM
This is all i need for the plants

I do need a 16x16 grey bot shop
(actually the entrance to vast underground botshop)

.....  >:(
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 07, 2016, 05:28:27 PM
forgot i also will need 2 big dropships, we can work on those together.

*edit*-
sorry topmost .. soz
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 08, 2016, 01:14:37 AM
I assume the dropship needs to be in the similar style as the rest of the units, but larger? (two colors). As for grey bot shop entrance do you mean just the door or signage?
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 08, 2016, 07:28:44 AM
thx DJ ^^ Didn't know I had some talent for such stuff xD
Working on a shop now, but I dont really know what you want it to look like @kotu ^^ let's see what I can come up with :)
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 08, 2016, 01:32:13 PM
As mentioned I wasnt sure how to do a shop with 16x16 so I created little wooden houses instead, hope you can use them... :/ (aaand fences and chests and cutdown trees and walruses)
I know its not exactly what you wanted sorry for that :/
(http://img.ourl.ca/trees3.png)
*Yess I am aware that houses got a 45° angle on their left wall while fences got 90°..... noticed it right after I wa done drawing all of them :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 08, 2016, 07:50:53 PM
By the way, why so many copies of the same house sprite? ??? They look good, though
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on September 09, 2016, 12:24:38 AM
So i've basically finished the tilemap editor for walriimon. Still needs saving and proper loading though X.X (Right now you can only do "new game")
Controlls:
W/A/S/D- move around.
[NUMBER PAD] 6-Increase the width of the map by 1 and shift all the tiles to the right of the mouse pointer by 1.
[NUMBER PAD] 2-Increase the height of the map by 1 and shift all the tiles below the mouse pointer by 1.
[NUMBER PAD] 4-Delete the column pointed to by the cursor.
[NUMBER PAD] 8-Delete the row pointed to by the cursor.
Single mouse click (left button) - place current tile at the cursor
Drag mouse (left button) - select multiple tiles.
CTRL + C - Copy current selection;
CTRL + V - Paste current selection at mouse pointer.
Mouse scroll wheel (up / down) - change current selected tile. (Right now there are two tiles - a grey one and a flashing one.

Download: https://drive.google.com/open?id=0B4B_lqaVH02oZnc5SGtvV0hhWGc (You have to click download button in the top right corner)

Edit: in the main menu use the up/down arrow keys as well as 'enter'.
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 09, 2016, 09:14:25 AM
Quote from: DJ Omnimaga on September 08, 2016, 07:50:53 PM
By the way, why so many copies of the same house sprite? ??? They look good, though
I admit you can't see it very good :/ but the houses on the right side have fences (so you can directly put a fence near a house ^^ else there would for example be a stupid 1px space when putting a fence on teh right side of a house. ^^
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 12, 2016, 05:53:58 PM
I was thinking more like this.... grey because it's made of metal... and front on view

(https://s12.postimg.org/r3t6igh31/shop.png)
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 12, 2016, 07:26:24 PM
@kotu: At first I tried to draw a half-burried door, too, just like an entrence to a protective cellar (google says "air-raid shelter") or however these things are called. But I failed at making it 16x16 since I wanted a little sanddune above it and the door inside it, nut just a single door out of nowhere :/ If 32x16 or even 32x32 would be fine, too, I could try redraw such a thing (in grey of cause) ^^ :)
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 12, 2016, 07:39:41 PM
Quote from: DJ Omnimaga on September 08, 2016, 01:14:37 AM
I assume the dropship needs to be in the similar style as the rest of the units, but larger?
No, they are going to be photographic (as opposed to symbolic)

Quote from: DJ Omnimaga on September 08, 2016, 01:14:37 AM
As for grey bot shop entrance do you mean just the door or signage?
a small building with a door
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 12, 2016, 08:17:39 PM
how big exactly should there ships be? :) 64x32 or something? :)
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 12, 2016, 08:45:35 PM
Quote from: p2 on September 12, 2016, 08:17:39 PM
how big exactly should there ships be? :) 64x32 or something? :)
see pm
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 12, 2016, 11:42:25 PM
Quote from: p2 on September 09, 2016, 09:14:25 AM
Quote from: DJ Omnimaga on September 08, 2016, 07:50:53 PM
By the way, why so many copies of the same house sprite? ??? They look good, though
I admit you can't see it very good :/ but the houses on the right side have fences (so you can directly put a fence near a house ^^ else there would for example be a stupid 1px space when putting a fence on teh right side of a house. ^^
Ah I see it now :D.

Also darn I hope it's not too much of an hassle to draw sprites this large O.O


Quote from: c4ooo on September 09, 2016, 12:24:38 AM
So i've basically finished the tilemap editor for walriimon. Still needs saving and proper loading though X.X (Right now you can only do "new game")
Controlls:
W/A/S/D- move around.
[NUMBER PAD] 6-Increase the width of the map by 1 and shift all the tiles to the right of the mouse pointer by 1.
[NUMBER PAD] 2-Increase the height of the map by 1 and shift all the tiles below the mouse pointer by 1.
[NUMBER PAD] 4-Delete the column pointed to by the cursor.
[NUMBER PAD] 8-Delete the row pointed to by the cursor.
Single mouse click (left button) - place current tile at the cursor
Drag mouse (left button) - select multiple tiles.
CTRL + C - Copy current selection;
CTRL + V - Paste current selection at mouse pointer.
Mouse scroll wheel (up / down) - change current selected tile. (Right now there are two tiles - a grey one and a flashing one.

Download: https://drive.google.com/open?id=0B4B_lqaVH02oZnc5SGtvV0hhWGc (You have to click download button in the top right corner)

Edit: in the main menu use the up/down arrow keys as well as 'enter'.
I love the animated title screen. What would be funny is if you made the walruses so that they are animated and running or flying :D. Dat rickroll, though <_<

Also I noticed @c4ooo that the title text (for the menu) is a bit distorted. You might want to fix that. Some pixels are smaller.
Title: Re: Game mock-up graphics and ideas
Post by: p2 on September 12, 2016, 11:49:56 PM
Quote from: DJ Omnimaga on September 12, 2016, 11:42:25 PM
Quote from: p2 on September 09, 2016, 09:14:25 AM
Quote from: DJ Omnimaga on September 08, 2016, 07:50:53 PM
By the way, why so many copies of the same house sprite? ??? They look good, though
I admit you can't see it very good :/ but the houses on the right side have fences (so you can directly put a fence near a house ^^ else there would for example be a stupid 1px space when putting a fence on teh right side of a house. ^^
Ah I see it now :D.

Also darn I hope it's not too much of an hassle to draw sprites this large O.O
actually I did all the fences and houses and stuff within like 6 or 7 hours (but made no breaks) ^^ But I noticed I'm getting faster every time ^^
Also it's much easier once you can just copy parts of sprites you already drew (like 80% of the fences is copied stuff) ^^

Some new sprites, yaay
(http://img.ourl.ca/mecha1.png)(http://img.ourl.ca/mecha2.png)(http://img.ourl.ca/dropship1.png)(http://img.ourl.ca/dropship2.png)
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 12, 2016, 11:58:38 PM
First two sprites give me an idea for another game hmm  >:D


*edit*
Instead of having a picture of Anupam Kher on the shop, I might use the following... it looks funny, and hints to the clandestine nature of what is going on.... you attack everyone (friends and foe) in this game. What does anyone think? Too rubbish?

(https://s18.postimg.org/ax0zy1veh/shop.png)

*edit*
The shopkeeper's identity does blatantly need to be protected.

Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 13, 2016, 08:11:19 AM
Those new ship sprites look nice p2 :D. Same for that mockup kotu.

For sprites, though, I would really recommend making a separate topic to showcase them, since this topic is for game mockups :)
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 13, 2016, 08:17:29 AM
Quote from: DJ Omnimaga on September 13, 2016, 08:11:19 AM
Same for that mockup kotu.

lol
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 13, 2016, 05:08:51 PM
On a side note, can custom fonts be used in C on the CE if you use the C libraries or do you have to stick to the lib's fonts?
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 13, 2016, 06:09:31 PM
Quote from: DJ Omnimaga on September 13, 2016, 05:08:51 PM
On a side note, can custom fonts be used in C on the CE if you use the C libraries or do you have to stick to the lib's fonts?
You can use custom fonts if you make a fontsheet and make a little code. I don't think it's built-in to Mateo's lib
Title: Re: Game mock-up graphics and ideas
Post by: MateoConLechuga on September 13, 2016, 07:34:00 PM
Quote from: kotu on September 13, 2016, 06:09:31 PM
Quote from: DJ Omnimaga on September 13, 2016, 05:08:51 PM
On a side note, can custom fonts be used in C on the CE if you use the C libraries or do you have to stick to the lib's fonts?
You can use custom fonts if you make a fontsheet and make a little code. I don't think it's built-in to Mateo's lib
Yes, you can easily create custom fonts. Use the functions:

gfx_SetFontData();
gfx_SetFontSpacing();
Title: Re: Game mock-up graphics and ideas
Post by: kotu on September 13, 2016, 08:10:41 PM
Oh ok didn't know that , nice one Mateo, lol
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on September 20, 2016, 12:52:54 AM
That is nice Mateo. For those with JRPGs or sci-fi games they might have more freedom there :)
Title: Re: Game mock-up graphics and ideas
Post by: p2 on October 06, 2016, 08:36:37 AM
this is a pretty interesting form of tetris like I've never seen it before.
I think this might be super fun on a calc, too ^^
But since it's a 3d-field I can't do it myself xD Anyone willing to give it a try? :)
Sadly I'm not really sure how the 3d-ap is created...
staring at the video for a while now still dont get it xD
https://goo.gl/npVeQc
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on October 09, 2016, 04:14:56 PM
Quote from: p2 on October 06, 2016, 08:36:37 AM
Sadly I'm not really sure how the 3d-ap is created...
Just like  2D on except with more math. :P
https://en.m.wikipedia.org/wiki/Rotation_matrix
https://en.m.wikipedia.org/wiki/3D_projection#/search
/me runs

If your using openGL then it becomes it becomes fairly simple.
Title: Re: Game mock-up graphics and ideas
Post by: p2 on October 09, 2016, 04:20:32 PM
what I ment is how the game decides where to put the falling blocks in teh map ^^
it's not like 4 walls each only 2-dimensional, it seems to be a real solid 3d-model ;)
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on October 09, 2016, 04:24:30 PM
Ohh, so your asking about the physycs and not the rendering? :)
One thing I noticed is that the third slide is the mirrored image of the first, and the fourth of the second.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on October 09, 2016, 04:39:22 PM
YEah I was wondering about the middle blocks. The perspective makes it quite confusing. Also it would be nice if it had colors.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on October 09, 2016, 04:45:48 PM
Ime guessing it does the 90 degree rotation and then picks a depth at which depth to drop the block. (Depth being the distance from the camera)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on October 09, 2016, 04:49:15 PM
I think that maybe a better idea would be to have the game rotate, but be tilted by a 10° angle or so, and allow the player to rotate vertically at will, so he can see the top or front. Or at least, have the top be displayed a bit with shadows from the falling block or a guide that is easily visible to know where your block will land.
Title: Re: Game mock-up graphics and ideas
Post by: p2 on October 10, 2016, 08:10:02 PM
May I present the most boring game of the year:
We shall call it PokeMonk:

It's a game about collecting laughing monks.
You see a monk, just  sitting there peacefully.
And by pressing a key you poke him just a little bit.
You have to tickle him so much he starts laughing.
If you poke too much, he gets angry instead. You lose.
If you dont poke fast enough it's inaffective. You lose.
If  you make him laugh, you get a MonkBall as reward.
In it is another Monk. You have to make him laugh.

I should really get some more sleep...
*look at that perfect textblock above <3 Isn't it beautiful?  :love:
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on October 16, 2016, 12:25:28 AM
Bean doing some pixel art :)
(http://i.imgur.com/hh0tIKk.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on October 16, 2016, 05:32:33 PM
Lol @p2 this reminds me of Kerm's Pokeman Red Blue Silver v1.337 game.

And @c4ooo this looks great. :)
Title: Re: Game mock-up graphics and ideas
Post by: p2 on October 16, 2016, 07:01:44 PM
hmm I like it how the grass looks pretty realistic while the fence textures are rather simplified. it looks really nice together but also a bit dark ^^ (the grass). Will you use them for any upcoming game project? :D
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on October 16, 2016, 07:09:17 PM
Thanks :)
I plan to make some sort of game with this, most likely walrusRPG/warliimon.

Trying to figure out how to make a fence going up/dows:
(http://imgur.com/ssJImcV.png)
Title: Re: Game mock-up graphics and ideas
Post by: p2 on October 16, 2016, 07:33:37 PM
it seems to be easier if you rotate vertical axis by -45° while not rotating the horizontal axis ^^ (as it's sometimes used in technologic stuff and architecture) ^^
but that also means much more brain-work hen creating the tiles xD
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 08, 2016, 10:48:24 PM
You might want to look at RPG Maker tiles for examples/inspiration for fences. I like how yours look like, though, but looking at examples might make it easier for you if you're trying to tile them correctly.
Title: Re: Game mock-up graphics and ideas
Post by: c4ooo on November 09, 2016, 02:12:05 AM
Mind posting some link? :)

@p2 time having trouble understanding what you mean :(
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 09, 2016, 02:15:03 AM
Yeah same, since rotating 45° would involve the graphics being diagonal O.O
Title: Re: Game mock-up graphics and ideas
Post by: p2 on November 09, 2016, 09:28:28 AM
yess, ground line horizontal but depth diagonal.
It sounds strange but is actually used by a lot of games ^^
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 15, 2016, 10:14:04 PM
I should revive this someday, as a CE project

(http://img.codewalr.us/reubenmockups.png)
Title: Re: Game mock-up graphics and ideas
Post by: tr1p1ea on November 15, 2016, 10:15:07 PM
Yes, you should :).

Thankfully tilemapping, sprites and such are a lot faster on the CE than the CSE.
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 15, 2016, 10:22:54 PM
Yeah speed was not a big problem for me since I tend to know my way around it, but I found xLIBC collision stuff way too difficult back then x.x (if you remember you had to make the entire tilemapper for me and Reuben CSE basically died as soon as you no longer had the time to help >.<, since it would have required me to act like Zera with Escheron RPG project). I don't know how difficult it will be with ICE, though, or how hard it would be with Sprites v3.3.
Title: Re: Game mock-up graphics and ideas
Post by: p2 on November 22, 2016, 10:13:37 PM
I got a new game idea, and that's actually the first one I think might be successful if someone did that.

You al know those stupid games where you can move around parts of a picture like on a chess board in order to restore the original picture?
Imagine that with pixelart stuff but with independant little pictures and a rendering engine that would adapt the edges and borders depending on the neighboting tiles....
What I'm trying to say is the following:
you got a 2D runnign game (gun run style) like running right all the time automatically and shootind down enemies. the more enemies you kill the more points you get. if you dont kill them, they injure you until you die.
from those points oyu can buy pictures in an ingame shop: pixelarts of boosters, guns, lasers, legs, wheels, ...
and then you should have an editor (that chessboard-thing) where you can freely add and remove parts (like when building your car in that stupid angry birds game with the pigs OR also like in BubbleTank..).
But the graphics should adapt to your choices so edges are roundet and stuff like that if you move around the parts. Also it should be those parts defigning your characters stats (speed, fiepower, ...).

I hope that the people would like the game and also stick to it as they themselves create their own avatar and chose for themselves what they want (speed, firepower, different ways of movement, walk, roll, fly, fast gun, big gun, ...) so they cna be really proud of the character they created and probably form some kind of bondage to it like you do to your character in online games after a couple of weeks.

What do you thing? does it suck and sound boring? or would it be a nice little mobile game to try out? :)
(I totally dont have the time to do it myself so in case you like the idea, go STEAL IT!!)
but if you make >100$ then don't be a c and buy me cookies!! ;) <3
Title: Re: Game mock-up graphics and ideas
Post by: kotu on November 24, 2016, 10:39:39 PM
that sounds confusing p2

sounds like at least 4 different games you are talking about

??? what are you smoking
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 25, 2016, 05:12:07 AM
Quote from: root141com on November 24, 2016, 11:28:30 PM
HAY LAM...!
Someone seems happy about his Birthday <.<
Title: Re: Game mock-up graphics and ideas
Post by: kotu on November 25, 2016, 06:23:00 AM
Quote from: DJ Omnimaga on November 25, 2016, 05:12:07 AM
Quote from: root141com on November 24, 2016, 11:28:30 PM
HAY LAM...!
Someone seems happy about his Birthday <.<

What does hay lam mean dj i can't find it
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on November 25, 2016, 07:34:48 AM
Oh I checked his profile (maybe it's only visible to admins?)
Title: Re: Game mock-up graphics and ideas
Post by: p2 on November 25, 2016, 07:45:21 AM
nope, can see him, too ^^ definitely no ghost-type walrii :walrii:
Welcome to the board @root141com :) Maybe you want to introduce youself there? :) http://codewalr.us/32/47843
Title: Re: Game mock-up graphics and ideas
Post by: JWinslow23 on November 26, 2016, 01:49:43 AM
Super Mario Run!

(http://i.imgur.com/GE1f8zu.png)
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on December 14, 2016, 07:28:19 AM
I like it @JWinslow23 :D

Talking about Mario games, this is an idea of what Super Mario 82 Advanced could look like

(http://img.codewalr.us/mario82advanced.png)

It would run on the TI-82 Advanced, 82 Plus, 83 Plus, 84 Plus and Silver Edition models, but the main target would be the TI-82 Advanced and TI-84 Plus T, which both lacks Z80 assembly, Axe and Grammer support (only pure TI-BASIC is available). I bet it would be feasible under certain conditions, such as having only two enemy per screen always spawning from the same location and power-ups coming out of question blocks counting as enemies (meaning on screens with power-ups there would only be 1 enemy). Or power ups could be used instantly when hitting a question block, like in the Atari 2600 demake of SMB1. The main engine would have to be kept as small as possible and enemies/power ups might have to not use dual-layer ASCII. The game would come with 8 string (8xs) files containing one world each (with 4 levels).

Title ideas: Super Mario 82 Advanced. Basically, the game would run on a 84+ but since there's not much reason to make a BASIC Mario when an established ASM one already exists, the game would have to be named in reference to how the TI-82 Advanced and TI-84 Plus T lacks ASM, BBC Basic, Axe and Grammer support. But 82 Advanced/84+T users would have a semi-decent dual-layer ASCII Mario clone, if done properly. :P
Title: Re: Game mock-up graphics and ideas
Post by: Dream of Omnimaga on January 04, 2017, 10:56:58 PM
(semi)-Isometric idea

(https://img.codewalr.us/isometricmockup.png)

I say semi because the walls in there are a tiled background (this is a flat map and could probably be redesigned so that no tile in the background are hidden by front ones, like in Kirby's Dream Course, meaning that only the checkerboard tiles would have to be provided in multiple, split iterations depending of which side of the walls you want to shade)