Code a game competition Nov-Jan 2018 - Minimum £500 prize fund

Started by Qube, November 15, 2017, 04:44:30

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Scaremonger

You guys are almost finished! I started only 3 days ago and all I have so far are the gamestates (lobby, play, pause, quit etc), a minimal sprite engine and an object that manages the screen (resolution, palette and images).

No external libraries or game engines, just pure BlitzMax.

Unlikely I will finish it in time, but I'm going to be careful adding things I would "like" over things that I need so hopefully I'll have something playable to submit as my entry.

iWasAdam

Still tits up with the sound tracker. chip stuff is fully functional, its the wave engine which is giving issues - An I just got out the vocoder as well :/

OK, so here's a (slowed down - thanks soundcloud!) quick test of the chi-tune in operation with some in game music:
https://soundcloud.com/mavryck-james/chiptune-loop

Derron

The "melody" (dunno if "tune" or "melody" is the right word, so excuse) sounds fine and interesting but the "instrument" sounds _imho_ a bit too hmm "industrial", too "raw". Hard to describe, but it represents a dark scenery well and also a level containing many "metal" but it is too dark for a "game for all ages" (a platformer with cute enemies).

In the background there are some blob/blip sounds here and there... is this what you mean with "chi tune in operation with some in game music"? They seem to be of another style (they sound "clean" and more "non-industrial").

Again I see how writing posts in another language limits what you want to express - so excuse if I sound too harsh.

bye
Ron

RemiD

Quote
Your retro style game does not have to fall within the capabilities of retro hardware. If you want to do a full on 3D game in a 320x200 res with 16 colours
so if i create a 3d game which is playable in a 320x200 resolution, with only 16 colours in the game, all good ?

I will probably not have the time to finish anything worth it, but just taking the challenge, by curiosity !

RemiD

and for the scaling in a higher resolution, if i copy the 320x200 rendered image on a texture, and stretch this texture on a quad so that it fills a 640x400 screen, (without bilinear filtering), would this be ok ?

Derron

Yes this would be OK ...


But pay attention that "scaling" a texture might look different to scaling individual textures. So having some individually scaled quads on the screen might look different to scaling a "rendered to texture".
Just experienced this myself. With r2t my tower looks not so nice when rotating ;-)




bye
Ron

Qube

Quoteso if i create a 3d game which is playable in a 320x200 resolution, with only 16 colours in the game, all good ?
Yup.

Quoteand for the scaling in a higher resolution, if i copy the 320x200 rendered image on a texture, and stretch this texture on a quad so that it fills a 640x400 screen, (without bilinear filtering), would this be ok ?
That is fine so long as your movement and rotation stick to the virtual 320x200 resolution. So you can't move your double sized pixels using 640x400 coordinates for smoother movement but would have to move 2 pixels a time to keep the virtual 320x200. Also the same applies to rotations ( see earlier posts how users keep the proper 320x200 res on rotations ).
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Until the next time.

Steve Elliott

#262
Quote
So you can't move your double sized pixels using 640x400 coordinates for smoother movement but would have to move 2 pixels a time to keep the virtual 320x200

Ooo so my 4 x magnification means everything has to move by 4 pixels?...I hadn't realized that.

With non game-play border my screen is 480, 270 multiplied by 4 to fit a 1920 x 1080 screen resolution.
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Qube

QuoteOoo so my 4 x magnification means everything has to move by 4 pixels?...I hadn't realized that.
Yes, everything has to match the virtual resolution :)

If your movement is pixel by pixel in a 1920x1080 resolution then that is no longer a virtual resolution of 320x200. It's 1920x1080 with fat chunky graphics :P

Remember folks to check for the small things... virtual resolution of 320x200 means everything has to fall within that. Make sure you are not doing native resolution movement / scrolling / rotations.
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Steve Elliott

Quote
If your movement is pixel by pixel in a 1920x1080 resolution then that is no longer a virtual resolution of 320x200. It's 1920x1080 with fat chunky graphics :P

Fat chunky graphics lol.  They are that.

Quote
Remember folks to check for the small things... virtual resolution of 320x200 means everything has to fall within that. Make sure you are not doing native resolution movement / scrolling / rotations.

That's us told  ;)
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
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RemiD

Quote
Make sure you are not doing native resolution movement / scrolling / rotations
what if the scaling/rotations/movements are done in the 3d engine itself ? As long as the scene is rendered as a 320x200 image, would this be ok ?

col

@RemiD
Yes. Also, it has to be the same 'static' 16 colour palette.
https://github.com/davecamp

"When you observe the world through social media, you lose your faith in it."

RemiD

by "static" you mean no dynamic lighting/shading i suppose ? i only use "diffuse" colors at the moment, no lighting/shading

col

I guess you could use shading as long youre clever with it and only choose colours from your chosen 16 colour palette. For eg the pics i posted use shading but they are from the same 16 colour greyscale palette.
https://github.com/davecamp

"When you observe the world through social media, you lose your faith in it."

Steve Elliott

Basically you decide upon a palette of 16 colours, and your game colours never deviate from those exact 16 colours.
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb