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Author Topic: Game mock-up graphics and ideas  (Read 44555 times)

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Offline tr1p1ea

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Game mock-up graphics and ideas
« 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:

« Last Edit: February 09, 2015, 12:07:17 pm by tr1p1ea »



Offline xlibman

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Re: Game mock-up graphics and ideas
« Reply #1 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?
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Offline tr1p1ea

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Re: Game mock-up graphics and ideas
« Reply #2 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 :).

Offline xlibman

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Re: Game mock-up graphics and ideas
« Reply #3 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.
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Re: Game mock-up graphics and ideas
« Reply #4 on: February 09, 2015, 07:54:48 am »
Like everything on the CE  ;D
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Offline tr1p1ea

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Re: Game mock-up graphics and ideas
« Reply #5 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).



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!!!


Offline aeTIos

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Re: Game mock-up graphics and ideas
« Reply #6 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:
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Offline Duke "Tape" Eiyeron

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Re: Game mock-up graphics and ideas
« Reply #7 on: February 09, 2015, 05:21:37 pm »
The tiles are freaking gorgeous, I'd kill to be able to draw such eye feast.
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Re: Game mock-up graphics and ideas
« Reply #8 on: February 09, 2015, 06:03:03 pm »
That makes me want to get a CSE *.* looks so good
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Offline tr1p1ea

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Re: Game mock-up graphics and ideas
« Reply #9 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

Offline xlibman

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Re: Game mock-up graphics and ideas
« Reply #10 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:





They are entirely based on Illusiat TI-81 remake.
« Last Edit: February 09, 2015, 09:50:38 pm by DJ Omnimaga »
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Offline LD Studios

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Re: Game mock-up graphics and ideas
« Reply #11 on: March 04, 2015, 10:17:18 pm »
WIP 8x8 sprites. The rock texture definitely needs work.



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Re: Game mock-up graphics and ideas
« Reply #12 on: March 04, 2015, 10:20:07 pm »
Terraria CSE? :P Looks nice by the way :)
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Re: Game mock-up graphics and ideas
« Reply #13 on: March 04, 2015, 11:06:11 pm »
WIP 8x8 sprites. The rock texture definitely needs work.


Wow that looks amazing o.o  good job :D
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Re: Game mock-up graphics and ideas
« Reply #14 on: March 05, 2015, 02:10:59 am »
Terraria CSE? :P Looks nice by the way :)
Wow that looks amazing o.o  good job :D
Thanks ^^

I kept working on this:



 


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