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

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

Previous topic - Next topic

Derron

Fast paced animation ;-)

@ bubbles
Maybe add another frame which is "asymmetric" on the vertical axis (or is it there already?).

@ eyes
when looking to the left he has 1x2px eyes, in the front view it is 2x1px. Squeezing his eyes? Bubbles full of acid dust?



Metal bar looks pretty nifty!


@ Compression
Do you use any scaling/compression in the screen?


"big" Pixels have a different width. The smaller ones seem to be based on the gif-comperession. I assume you scaled the screen a bit - resulting in that odd "narrow pixel" look.

You could also check if you can add a bit of gray to the ladder - for the metal-effect (green and gray should mix properly).

bye
Ron

iWasAdam

yep, there is compression and scaling at work because of the capture. it is pure 16 colors 320x200 pix in operation ;)

Qube

QuoteComp Rules: retro virtual resolution of 320x200 and up to a 16 colour palette of your choice..... nothing about hardware rotation.
Lol, you wanna bend da rules do ya... No  >:(

QuoteWe did say virtual resolutions were allowed... I'm just using the built in virtual resolution stuff in Monkey2, not sure how to disable it... I'll submit the game running a native 320x200 resolution and you guys can use a magnifying glass to view it :P
Yup, virtual resolution of 320x200. As in you can scale up that virtual resolution by 2, 3 4 times etc. If you scale up yet your rotations don't match then you are not in that virtual resolution anymore. You know the rules and I know you are more than capable of technically understanding them :)

Sorry to come across as a rule warrior but that's the rules. Please don't get disheartened as I really want to see your completed game. Just stick to the God damn rules :P

The way I've found to avoid the native resolution rotation issue was to render to an image of 320x200 and then use that to scale up. I had the same issue as you with AGK and although it was nice visually, it broke the rules, hence I had to find the aforementioned way to avoid that.

QuoteClouds are place holders at the moment.
Yay \o/
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.

Qube

As Yoda would say right now.. "Easy it is not. Stick to rules you must."
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
I wouldn't use any kind of smoothing in your games as it increases the colour count tremendously in the final output image ;-)

Theses screenie look really cool and so remind me of my youth.

Yes I know.  I won't be using smoothing for the competition.  It's just I actually prefer the non smoothed look anyway, and people seem to agree.

Thanks, it's a fun game - but tricky to play.
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

Derron

Quote from: QubeAs Yoda would say right now.. "Easy it is not. Stick to rules you must."
Not just Yoda... my 2y1m old son is talking the same way (of course in German ;-)).


@ rendering the whole canvas into a texture
You might also consider to precalculate the sprites: so render them in a texture (nonsmoothed), process the thing, store in an sprite array and use the precalculated images. That way you could draw it in realtime without the need of hardware r2t or similar things.
Rectangle/Circles could be drawn using bresenham's algorithms - taking into consideration virtual resolution automatically then. Fonts just need the "SMOOTHFONT" skipped (just found that in my TBitmapFont-class to be missing - improving my framework thanks to the compo).


bye
Ron

iWasAdam

QuoteAs in you can scale up that virtual resolution by 2, 3 4 times etc. If you scale up yet your rotations don't match then you are not in that virtual resolution anymore
mmm, true but 'minor' screen scaling issues are not the issue if the pixels are obviously 'almost' mimicking 320x200. E.G.
if using off 2,4,8,16 resolutions, you will get the odd line of pixels that may be smaller or larger by one, but the whole thing is still 320x200 res - nothing scaled or rotated?

I think where TheRevills has gone wrong is in using Matrix transforms to get rotation and scaling and not using sprites?

IanMartin

Just to clarify the rule on resolution...can we use a resolution less than 320x200? 

I'm thinking of doing something Atari 800 style.  Graphics 8 was the highest on there and it was 320x192.  I liked Graphics 7 (+16?) the most on there and that was just 160x96 but it had 4(!) colors.
Platfinity (made with BlitzMax) on Steam:
http://store.steampowered.com/app/365440/Platfinity/

therevills

Quote from: Qube on November 26, 2017, 10:34:15
QuoteComp Rules: retro virtual resolution of 320x200 and up to a 16 colour palette of your choice..... nothing about hardware rotation.
Lol, you wanna bend da rules do ya... No  >:(

LOL! :) I was sticking to the exact wording of the rules ;)

As long as everyone has to stick to the same set of rules I'll be happy.

Quote
The way I've found to avoid the native resolution rotation issue was to render to an image of 320x200 and then use that to scale up

Hmmm, I'll see if Monkey2 has something similar havent touched that area in MX2...

Quote from: iWasAdam on November 26, 2017, 11:10:09
I think where TheRevills has gone wrong is in using Matrix transforms to get rotation and scaling and not using sprites?

I was going wrong with using the inbuilt commands commands. What are you using for the compo and dealing with  (Qube's  :P) strict rules?

Steve Elliott

#159
The rules aren't strict.  They're just the rules we all have to follow.  Just use 320 x 200 and 16 colours.  And no switching between resolutions just because it suits you, or using smoothing to add extra colours either.

Seems pretty clear too me.  ;D

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

therevills

Quote from: Steve Elliott on November 26, 2017, 21:04:36
Just use 320 x 200 and 16 colours.  And no switching between resolutions just because it suits you

I'm not switching resolutions, all I've done is set Monkey2 to use a window resolution of 1280x800 and a virtual resolution of 320x200, then using the in built commands with the images:

canvas.DrawImage(image, position, rotation, scale)


Steve Elliott

#161
Like Qube said, it's up to you to stick within the rules, no matter what language you use - and to work around it.  That's the challenge on this one  :)

It's a tricky one, as we've seen.  Plus some struggle with pixel art and so on.  A learning curve for me and others.
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

therevills

Had a quick play with render to texture stuff in Monkey2 and I'm now casting to Ints for positions when displaying the sprites.

When I get home I'll create a new video so I can get the tick of approval from Qube :)

Qube

Looks better ;D

QuoteWhen I get home I'll create a new video so I can get the tick of approval from Qube :)

lol, I have my magnifying glass ready :P
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.

Qube

Quote from: IanMartin on November 26, 2017, 20:14:09
Just to clarify the rule on resolution...can we use a resolution less than 320x200? 

I'm thinking of doing something Atari 800 style.  Graphics 8 was the highest on there and it was 320x192.  I liked Graphics 7 (+16?) the most on there and that was just 160x96 but it had 4(!) colors.
If you want to go lower than 320x200 I can't see an issue with that. Or you could just double the 160x96 up and have a 4 pixel border top and bottom to make it 320x200.

Others may disagree but for me if someone wants to go even lower res then better you than me :P
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.