September 18, 2019, 11:27:58 AM

Author Topic: ZX Collection Vol #1  (Read 3199 times)

Offline Xerra

  • Hero Member
  • *****
  • Posts: 677
    • Retro Evolved
Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #60 on: March 04, 2019, 05:18:26 PM »
The death animation and those particles when you jump are excellent and it looks really clever the way you've mimicked the Spectrum colour clash. I'm curious how you're doing that? Are you drawing a coloured shader over elements of the sprite when it overlays an object that's coloured differently?

Next observation: You suck at playing your own game.

Further observation: This is going to be just as hard as games were back in those days and you shouldn't change this. I'll be shit at it but that's how the games were. They weren't so obsessed with games needing to be finished quickly so you'd go out and buy another one in those days.


Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2112
Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #61 on: March 04, 2019, 05:36:41 PM »
Quote
I like the "gradient" the platforms upper and lower parts build
Thanks, it was the only way I could add some form of shadowing without breaking the ZX 48k colour limit. Not that it matters anyway as part of my game is 128k mode.

Quote
i think zombies should be able to spit on to player...hehehe..thats how they look like to me when they move..lol
lol, when I drew them I wasn't sure if it was a zombie, a mummy or just a weird walking worm :P - Was supposed to be a zombie type thing though.

Quote
Cool.  Neat particle effects too.
Thanks, luckily it turned out OK as I was sceptical how it'd work due to the pixel size and no alpha blending / fading.

Quote
The death animation and those particles when you jump are excellent and it looks really clever the way you've mimicked the Spectrum colour clash. I'm curious how you're doing that? Are you drawing a coloured shader over elements of the sprite when it overlays an object that's coloured differently?
For the colour clash I found a super quick way to do it that has minimal impact on FPS as it really is just drawing the sprite again. In a nutshell every sprite and tile is white and I just set its colour before drawing. If a sprite goes over a coloured tile then it's a simple scissor command around that 8x8 grid area then draw the sprite again but set it colour to the background tile. Quick and simple :) - I tried other methods like grabbing the image and manipulating it but that was way too slow and also splitting each sprite into 8x8 but that's just more work.

Quote
Next observation: You suck at playing your own game.
I know :P I was messing around trying to do speed collection of gems while falling down to the next level.

Quote
Further observation: This is going to be just as hard as games were back in those days and you shouldn't change this. I'll be shit at it but that's how the games were.
It's not hard to play to be honest. Not super easy though but all you have to learn is when to jump over the enemies based on their speed. True this part of the game is more like the good old platformers that drove you nuts. Luckily it's not the full game so you not subjected to 50+ levels of madness.

Next video will be the ZX 128k part of my game, so no colour clash or 2 colours per 8x8 grid \o/ freedom!! :P
Until the next time...

Offline GaborD

  • Sr. Member
  • ****
  • Posts: 296
Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #62 on: March 04, 2019, 07:11:20 PM »
Really like the particles and the strict oldschool coloring. Great contender.

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2112
Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #63 on: March 04, 2019, 09:04:26 PM »
Really like the particles and the strict oldschool coloring. Great contender.
Thanks, there's a lot more to it than currently shown ;D
Until the next time...

Offline 3DzForMe

  • Hero Member
  • *****
  • Posts: 636
Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #64 on: March 04, 2019, 09:21:33 PM »
I love the particle effects as he is generated and after he jumps, triple a stuff Indeed 8)

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2112
Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #65 on: March 11, 2019, 01:55:09 AM »
No new screen shots or videos yet, sorry :(

Tonight I've been creating ZX Spectrum 128k style music and my head is spinning with plink plonk sounds :)) - I so want to break out a full on synth VST but I'm trying to keep things authentic-ish. I'm sure all this effort won't be worth it as you'll all no doubt be frantically looking for the mute button but true to the Speccy days there is no mute button, so suffer  >:D >:D >:D

Less than 20 days left. Still lots to do and I hope I get some good flowing days where things just come together :-X
Until the next time...

Offline craigd

  • Jr. Member
  • **
  • Posts: 41
Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #66 on: March 15, 2019, 03:08:45 AM »
Looking good man! Not sure why but it reminds me of a cross between Chuckie Egg, Fred and Dizzy :}

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2112
Re: ZX Collection Vol #1
« Reply #67 on: March 30, 2019, 12:36:01 AM »
Haven't shown much over the last few weeks but luckily I'm putting the finishing touches to it. Hopefully I'll be able to release it later today, a whopping 1 day early \o/ lol.

It's called "ZX Collection Volume #1" - 4 imaginary games from the ZX Spectrum 16K up to the multicoloured 128K.  The games in the collection are :

The logo looks odd as it's animated so looks better in motion.

Until the next time...

Offline Steve Elliott

  • Hero Member
  • *****
  • Posts: 1994
Re: ZX Collection Vol #1
« Reply #68 on: March 30, 2019, 08:23:03 AM »
Cool, a bunch of games to play.   8)
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).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline Derron

  • Hero Member
  • *****
  • Posts: 2408
Re: ZX Collection Vol #1
« Reply #69 on: March 30, 2019, 08:33:42 AM »
The animated Logo seems to be ignoring the virtual resolution. Just follow the blue pixels of the "ZX" and you will see that the y-steps are way smaller than they should.


bye
Ron

Offline Xerra

  • Hero Member
  • *****
  • Posts: 677
    • Retro Evolved
Re: ZX Collection Vol #1
« Reply #70 on: March 30, 2019, 12:13:56 PM »
The animated Logo seems to be ignoring the virtual resolution. Just follow the blue pixels of the "ZX" and you will see that the y-steps are way smaller than they should.

Sigh, only Derron ....... :)

Looks great, boss. Gonna show us all up again?

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2112
Re: ZX Collection Vol #1
« Reply #71 on: March 30, 2019, 12:46:50 PM »
The animated Logo seems to be ignoring the virtual resolution. Just follow the blue pixels of the "ZX" and you will see that the y-steps are way smaller than they should.
Is there a rule about that? Erm, no :P
Until the next time...

Offline 3DzForMe

  • Hero Member
  • *****
  • Posts: 636
Re: ZX Collection Vol #1
« Reply #72 on: March 30, 2019, 02:17:57 PM »
Looks great, I'm beginning to think the resolution I've restrained myself to is a damn site smaller than I should be using. The speccy font looks huge compared to your menu, maybe it's just me. To late to address that now!

Offline Derron

  • Hero Member
  • *****
  • Posts: 2408
Re: ZX Collection Vol #1
« Reply #73 on: March 30, 2019, 02:37:09 PM »
Is there a rule about that? Erm, no :P

There is no rule for that - but I was not sure if you were aware of it. Eg. in BlitzMax "plot(x,y)" or "drawLine(x,y,x2,y2)" ignore virtual resolutions - so they get "finer" than you want. I needed to add my own 2 cents (bresenham with drawRect() instead of plot()) to circumvent that issue.

Maybe this is the same for AGK (dunno how you did the pixel-look: scaling up or "virtual resolution with auto-scale up") ?


If I knew before that there is no much hassle (less than "only strict rule is the palette") then I could of course have rendered everything scaled up - but moved "unscaled" - so a smooth movement. :-)


Will check it out after compo deadline - kids are out now, 2 hours of coding for me ;-)


bye
Ron

Offline 3DzForMe

  • Hero Member
  • *****
  • Posts: 636
Re: ZX Collection Vol #1
« Reply #74 on: March 30, 2019, 02:52:19 PM »
My son's just requested MY 22 inch monitor back, so I'll be slumming it after lunch with 2 X 14 inches again  ^-^