April 25, 2019, 05:55:13 PM

Author Topic: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019  (Read 6414 times)

Offline Xerra

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #15 on: January 28, 2019, 05:17:08 PM »
So if my resolution is 160x200 can i scale it up?
160x200 is just s spec on my monitor and probably unplayable on any monitor

I've gone for the 320 * 200 mode for the C64, even though it wasn't used for games much, and then doubled it so I'm running on 640 * 400. I've taken into account what size sprites would have been on the original machine and doubled that too just so the look remains like a C64. Naturally you'd do the same with a font of the characters. I think mine is currently 12 pixels but really needs to be 16 to match the rest of the look.

Offline 3DzForMe

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #16 on: January 28, 2019, 05:59:27 PM »
This is so enthralling.... It's been let me see, 35 years since I coded in ZX Basic. Need to give it some thought.... ;)

Offline Xerra

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #17 on: January 28, 2019, 06:54:03 PM »
This is so enthralling.... It's been let me see, 35 years since I coded in ZX Basic. Need to give it some thought.... ;)

Exactly. There's a huge opportunity to hopefully see some really great games this competition. Can't believe the idea almost got axed.

Offline iWasAdam

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #18 on: January 28, 2019, 08:04:53 PM »
Well, i’m Sticking with emulating both the display and sound chip. The sound was the easy bit as i’ve Already got a real-time sound chip system working.

The display is not quite as simple, but the base loader is complete now😀

Offline blinkok

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #19 on: January 28, 2019, 10:50:22 PM »
I look at the specs for the amstrad CPC which has 16 colors at 160x200
Then i look at this screenshot.


When i look at that image is (as far as i can see) it is 256x177. I cannot resolve the resolution with that screen shot. What am i missing?

Offline Qube

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #20 on: January 28, 2019, 11:58:40 PM »
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When i look at that image is (as far as i can see) it is 256x177. I cannot resolve the resolution with that screen shot. What am i missing?
You're not taking into account the black surrounding and that the width would be double to look normal on a PC.

I'd say that's a screen shot from an emulator running the CPC in 16 colour full overscan mode ( 384×272 is how it'd be represented on a PC ). The game in reality would have been in 192×272 ( if running in overscan mode ) but when a PC is emulating the screen then what you see is double the resolution width, hence the total dimension of the image provided.

Most games were 160x200 ( double width pixels to fit 320x200 ) and I doubt many games used the full screen trick. You can if you want :)
Until the next time...

Offline blinkok

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #21 on: January 29, 2019, 12:15:41 AM »
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You're not taking into account the black surrounding and that the width would be double to look normal on a PC.
256x177 is after i cropped the image. The smallest shape in that image is one pixel (The serif at the top of the green "1") so i cannot see how it could be rezed up.
Those issues aside, my major question is the aspect. Is the aspect arbitrary? So could i have 160x200 or 200x160

Offline Qube

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #22 on: January 29, 2019, 08:06:53 AM »
256x177 is after i cropped the image. The smallest shape in that image is one pixel (The serif at the top of the green "1") so i cannot see how it could be rezed up.
The full image you showed was 384×272 which is the full overscan mode of the CPC including black borders. The main game graphic area is irrelevant in this case and is not a representation of the standard resolution of the CPC.

Those issues aside, my major question is the aspect. Is the aspect arbitrary? So could i have 160x200 or 200x160
No, the rules state you could even do a full HD version of your game providing it looks / acts like a game on that computer. So mimicking the resolution is not a requirement but an optional extra. The tech sides are just there if you want to go down that route. The main goal is to emulate the look / feel of that computer and to create a cool game.
Until the next time...

Offline MrmediamanX

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #23 on: January 29, 2019, 08:15:15 AM »
interesting ... though still on the fence whether i'll jump in or not.
namely due to imitating/emulating classic hardware on a modern system with the tool kits and sdk's I use.
remembering back when I use to code on the C64 as a hobby .... good times. 

gotta represent that old skool jank. :D

Offline Qube

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #24 on: January 29, 2019, 11:43:47 AM »
interesting ... though still on the fence whether i'll jump in or not.
namely due to imitating/emulating classic hardware on a modern system with the tool kits and sdk's I use.
The rules state you don’t have to imitate the hardware, just make it look and feel like a game on that system.
Until the next time...

Offline STEVIE G

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #25 on: January 29, 2019, 06:24:41 PM »
interesting ... though still on the fence whether i'll jump in or not.
namely due to imitating/emulating classic hardware on a modern system with the tool kits and sdk's I use.
The rules state you don’t have to imitate the hardware, just make it look and feel like a game on that system.

We def have to use the specific palettes for each machine though?

Offline Steve Elliott

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #26 on: January 29, 2019, 06:34:07 PM »
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We def have to use the specific palettes for each machine though?

Yep, just look and feel and a machine appropriate palette.

As Qube said:

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Colour palette ( must use ) :
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Offline STEVIE G

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #27 on: January 29, 2019, 06:40:57 PM »
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We def have to use the specific palettes for each machine though?

Yep, just look and feel and a machine appropriate palette.

As Qube said:

Quote
Colour palette ( must use ) :

Cheers Steve - must learn to read!!

Offline Steve Elliott

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #28 on: January 29, 2019, 06:58:00 PM »
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Cheers Steve - must learn to read!!

Haha, there's always always lots of questions before (and during) a comp.   ;D
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Offline MrmediamanX

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Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
« Reply #29 on: January 29, 2019, 07:49:40 PM »
I'm in I guess ... just added a worklog
https://www.syntaxbomb.com/index.php/topic,5216.msg22585/topicseen.html#new
hopefully I can tweak what I have so far to match the chosen system.