Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019

Started by Qube, January 25, 2019, 22:33:00

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Qube

QuoteWe def have to use the specific palettes for each machine though?
The palettes are there so everyones using the same colour shades for their respective machine. But we're not going down the line of the other retro comp whereby that was 16 colours maximum. For example if you wanted to do a black outline on a sprite then you could use RGB 0,0,1 to visually look like a black outline colour if you are using 0,0,0 for transparency. Visually it'll still look like your choice of machine. Make sense? ;D

Quote from: MrmediamanX on January 29, 2019, 19:49:40
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.
Cool, look forward to seeing it in action :)
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
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Until the next time.

Steve Elliott

#31
I'm not going to start a worklog, just (hopefully) a completed game by the deadline.

After deciding on a computer, genre and some game ideas, I begin working on the graphics tomorrow...
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

Qube

QuoteI'm not going to start a worklog, just (hopefully) a completed game by the deadline.
Burger Time sequel for the win \o/ :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.

Steve Elliott

Quote
I'm not going to start a worklog, just (hopefully) a completed game by the deadline.

Burger Time sequel for the win \o/ :P

:P That brings back bad memories (I was really ill when working on Burger Time, so it never got completed).

Working on a maze game.   :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

Kryzon

Trying to group C64's palette per hue and luminance (just by eye, not color science):


STEVIE G

Quote from: Kryzon on January 31, 2019, 09:00:53
Trying to group C64's palette per hue and luminance (just by eye, not color science):


Interesting - seems it was a pretty good palette choice.

http://www.aaronbell.com/secret-colours-of-the-commodore-64/

Derron

@ Stevie G
I did such a thing for my unfinished Santa Game in 2017.

Pay attention that you cannot use all color variants. The less brightness variation between two base colors, the less visible it will be. also: the more area you cover with such an artificial color the more visible will it be on "hickups" (if you eg. cannot guarantee 60fps).

To avoid "sickness"/epilepsy-problems (and problems on 40Hz displays - like set by Windows10 for my HP EliteBook) I added a boolean to disable that color alternation. Also my game code there:
https://github.com/GWRon/santagame
contains some gamesprite helpers which help creating such a "fake color" gamesprite by splitting a given image into two variants - each only consisting of the 16 base palette colors. This allows to paint your sprite without paying too much attention on hitting the absolute correct palette colors - or if you prepare a palette of 16base + some "mix colors" it will take care for correct color alternations to result in a "as much as possible" representation of the original image.

The principle should work on all these retro consoles as long as the colors have a similar brightness - which is why it works so good on the C64 palette (as its less "vibrant").

Here I already use some more colors. Maybe it would be good to create "non flicker colors" based on brightness-difference (so the more equal the "bigger" a painted area could be without artifacts).



bye
Ron

MrmediamanX

#37
Speaking of which has any one explored the [2 layer multi color] sprite method on old hardware.
this was an old technique for a sonic the hedgehog game on the neo geo pocket of all things.

I've wanted to test this method on something others then any later system or hardware.
just a curious notion.
It's a thing that doe's when it don't..

Xerra

Quote from: MrmediamanX on February 01, 2019, 11:54:03
Speaking of which has any one explored the [2 layer multi color] sprite method on old hardware.
this was an old technique for a sonic the hedgehog game on the neo geo pocket of all things.

I've wanted to test this method on something others then any later system or hardware.
just a curious notion.

I think there's only one person actually going for a game on the real hardware so probably isn't something that will be done this time.

This kind of thing is what I most admire about the old computers and their limited functionality in certain areas. People did their best to try and find a way round it like it was almost a challenge. Some of the old C64 games were amazing for the hardware they were running on.
M2 Pro Mac mini - 16GB 512 SSD
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Latest game - https://xerra.itch.io/Gridrunner
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MrmediamanX

#39
totally ... later game's were almost on par with the 16 bit era in game play and art.
sam's journey,Mayhem In Monster Land and Nebulus are certainly impressive examples.
It's a thing that doe's when it don't..


3DzForMe

I've dipped my toe in, created a work log, obviously the superior format of the Spectrum 16K (with a wobbly ram pack for now) is my weapon of choice.

Worklog and executable (yep already I here you cry) available here:

The Big Adventure Worklog



Still a work in progress.
BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1

Kryzon

Quote from: STEVIE G on January 31, 2019, 13:40:20
Interesting - seems it was a pretty good palette choice.

http://www.aaronbell.com/secret-colours-of-the-commodore-64/
Great link, tons of variations in there. I wouldn't have thought of using the grays as mid-tones.

Quote from: Derron on January 31, 2019, 16:30:48
This allows to paint your sprite without paying too much attention on hitting the absolute correct palette colors - or if you prepare a palette of 16base + some "mix colors" it will take care for correct color alternations to result in a "as much as possible" representation of the original image.
That's an interesting approach, painting a sprite however you want it (32bit ARGB mode), then using software to map the colors to some palette (indexed mode).
Photoshop has this, I'll take a look into making a palette.

Xerra

For you guys working on an entry and need to do your own graphics then you might want to take a look at:

http://multipaint.kameli.net/

This is a java application, so you can run it on most platforms, that is designed for drawing graphics for retro games. You can select one of the pre-configured palettes when you run it and then draw away with an application that resembles the old Amiga Deluxe paint very closely. It has Spectrum, Amstrad, C64 multicolour and hi-res modes and, I believe, it won't let you draw in colours that would not be possible on the real machine - ie: more than one colour per 8*8 block on a C64 in hi-res mode, for example. I've not yet confirmed this but it's worth a look.

Naturally you will need to be running Java to use it but that's not hard to find.

M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

MikeDX