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Development - Game backgrounds ?

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Game backgrounds ?

Bart
msx professional
Berichten: 646
Geplaatst: 13 Augustus 2003, 13:37   
Everyone I know who pixeled back then used manual antialiasing in their handdrawn gfx... the only one i know who didn't do that (all the time) was the gfx dude from Umax.
ro
msx guru
Berichten: 2346
Geplaatst: 13 Augustus 2003, 14:52   
funny, I check A LOT of demos the last days (I've been archiving ) and noticed un AA gfx all the time. But hey, I could be wrong. just thought I'd mention the technic. There should be plenty of folks still not using AA
(let that be a lesson haha)
anyway...
Leo
msx freak
Berichten: 238
Geplaatst: 19 Augustus 2003, 12:27   
Quote:

if you have a whole tilescreen with 8x8 tiles, you've way over 256 tiles then.. guess you can't store 1 map xy coord in 1 byte then.. or do you use the scr1/scr4 method then of having only 256 tiles, and use 1/3 screenparts to refer to..? (does this make sense anyway? )

16x16 (like usas) is for more easier in this situation.
<<

Fubsy has strickly 8x8 tiles.
You store the tiles them selfes in VRAM ofcours, but keep a map in RAM
you can use a tile more than once, hence a whole tilescreen can be made (even with just one tile)
it's just like filling a text screen with the same character over and over again.


*

What about serial , if you have IDE+ serial interface ...

wolf_

msx legend
Berichten: 4777
Geplaatst: 19 Augustus 2003, 12:58   
aaargh did you *have* to quote all of it ?
ro
msx guru
Berichten: 2346
Geplaatst: 19 Augustus 2003, 13:00   
well just bought an SCSI host adaptor for PC the other day, just to hook up my MSX HDD once in a while to transport data.
It works deliciously

Been working on the game this week, thinking about some new improved screen buidling routines which I've been tested already. Looks promising (read: more speed)

I even thought of making the game completely scrolling instead of screen whipes.
I could use the msx2+ video chip for that, but still testing for screen5 routines (scrolling like YS and SD-snatcher)
but if this turns out to be too slow or too much work I'll stick to the original plan and maybe come up with another project including scrolling. I've always been ambitious to make a scrolling RPG.
let's see what happens. first things first eh.
(the game plot hasn't been writen out 100% and the screen/map editor.. pff so much work to be done)
wolf_

msx legend
Berichten: 4777
Geplaatst: 19 Augustus 2003, 15:50   
hey.. who needs a plot anyway? The old arcade games didn't have a plot, and the new ones where in Japanese, so I couldn't read the plot. I enjoyed both!

Just: walk around, shoot anything that moves and win the game!
Argon
msx professional
Berichten: 842
Geplaatst: 20 Augustus 2003, 09:48   
Isn't it the plot that made a game like SD-Snatcher so popular ?
wolf_

msx legend
Berichten: 4777
Geplaatst: 20 Augustus 2003, 11:06   
yeah, but sd snatcher is an adventure game.., adventure games always have stories.A platformgame (or a shooter for that matter) doesn't need a story of you don't have one.
Low_Profile
msx addict
Berichten: 292
Geplaatst: 20 Augustus 2003, 11:34   
Quote:

yeah, but sd snatcher is an adventure game.., adventure games always have stories.A platformgame (or a shooter for that matter) doesn't need a story of you don't have one.



exceptions are ofcourse Aleste with the DIA 51 story and all games in the nemesis saga which thrived on plots
ro
msx guru
Berichten: 2346
Geplaatst: 20 Augustus 2003, 13:20   
to be honest: fubsy don't need no plot.
like wolf said itsa straight up action platform game, no hidden stories blabla whatso ever. pure and simple item collection baddy killing in your face platform.

ambitions for plots, rpg, other game play etc. are for later I guess.
let's see if I/we can finish this, aight?!

with plot I meant: where to go, what to do, some background info, maps etc. just a wrong choice of words from my side I guess.

some specs: the game is screen 5 gfx hardware animation driven. animations can be hybrids between pure GFX and sprites (hurray for sprite speed)
The engine works allright. smooth enough for this game anyway.
I've done some game developing before, but this is a bit bigger project.
you see, the fuzz was all about demos and utils. but never did some huge game stuff (well some small stuff on picturedisk menus... hehe, remember the shoot'm up? that one was actually coded in 2 days.. well, it shows. ahum)
the menu on Sunrise pic.disk #1 (was it?) is cute too. simple game play, nice platform. good enough for a menu on pict.disk. and be honest; it runs super smooth and gameplay is very cool for that matter. (something like fubsy I guess)
other *B*I*G* project was/still is our O.S. (f-kernel / midas) which has greatly improved over the last years. Games like Pumkin adventure and the sunrise mag. runs completely onnit!

ah, enough b.s. gotta get back to coding again....
(wish saffie was here to help me out on some routines.... so much work..sniff)
wolf_

msx legend
Berichten: 4777
Geplaatst: 20 Augustus 2003, 14:15   
heya ro, if you need a level-editor.. just shout..
ro
msx guru
Berichten: 2346
Geplaatst: 20 Augustus 2003, 14:16   
Quote:

heya ro, if you need a level-editor.. just shout..



still wanna? after what I just done .... hehe, you'll know when you've been tango'd
wolf_

msx legend
Berichten: 4777
Geplaatst: 20 Augustus 2003, 16:06   
Weren't you a percussionplayer in Rockbitch once ? Guess there must be some pics of you too then..
ro
msx guru
Berichten: 2346
Geplaatst: 20 Augustus 2003, 17:10   
ssst..
 
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