ZX Collection Vol #1

Started by Qube, January 26, 2019, 02:33:36

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Qube

The vic-20 and spectrum didn't have any dedicated graphics chips unlike the C64. Mind you, could be worse and do a ZX-81 game :P

@col - Thankfully I'm not going into that much detail emulating the general look of a speccy game :o
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Until the next time.

Xerra

Sure, but even with a computer that had no in-built hires graphics like the ZX81, you could do some great stuff.

The picture attached is a classic example. Because these machines were so limited, the people working on them had to find clever ways to make the most of what they did have.

At the end of its life-span I seem to remember that there were a couple of games that even managed to get custom defined characters on a ZX81. I was sure that was impossible.
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Qube

Super early screen shot of a very small part of the planned game.

Look at those glorious hand crafted speccy graphics, I'm really pushing the boat out on this one :P. The cheesy CRT effect and colour clash will be optional via the main menu.

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Until the next time.


Steve Elliott

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Qube

Yup, you can clearly see the PBR HDR render pipeline in action :P - Actually it's quite cute what you can fit into 256x192, you just have to think small and keep things basic.

Loads of graphics and things to do yet though as the above is just a tiny bit of what I have planned ;D
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GaborD

Looks great!
Nicely captures the feel of the good old times.

Steve Elliott

That CRT effect, surely that's adding a colour the Speccy never had?
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Qube

Quote from: Steve Elliott on February 04, 2019, 09:15:20
That CRT effect, surely that's adding a colour the Speccy never had?
Technically you could say it's creating subtle shades of the colours but this is just an optional toggle effect in the menu which will be off by default. Colour clash will be on by default but with the option to turn it off too. So by default it'll be as close visually to how a Speccy would look on a modern TFT :)
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Qube

Hmm, so I've been working on a part of my game which is taking far longer than I anticipated. The player side took a couple of days more than I wanted but that side now works flawless thanks to a twist on a recursive fill routine ( keeping it vague ). However I've hit a stumbling block as one side requires pretty decent AI and I'm absolutely crap at AI coding beyond the very very basics.

Luckily it's the weekend so I've set myself a goal to either figure it out or ditch this segment if it's not working by Sunday night. I know what the AI should do but getting that into code is a total biatch :(. It's not my area but I like a challenge, even if I am falling asleep at nights wondering how to do it :P

Woot woot, that's the end of my worklog update ;D - Hopefully I'll be able to share things much quicker soon but for now I'm stubbornly refusing to give up and will figure it out, grr.
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Derron

Do you have trouble to do a certain aspect of the AI (simply said "run towards the player") or on the decision making of the AI?

If your entities in the game have abilities then it does not matter how the abilities are executed - via keyboard, gamepad - or AI.

Decision making is a bit harder - in TVTower the "default AI" (you can create your own - each AI takes a folder of Lua scripts) uses a "priority" system. Priorities are given for a multitude of tasks. In your game the task could be "guard the diamond" (lurk around the diamond item) or "chase the player". In an RPG game the tasks could be split into various things the NPC would do in its normal "life". Visit other NPCs, work on the farm, go to bed, ...
After a task is done the priorities are reevaluated and the best is the next (after a nap/sleep other things could be more important than working on the farm -> eg. going to toilet).
Also each task can adjust it priority each "tick" (or just on events...). This allows for "emergency priorities" ("the closer the player the more important 'guard the diamond' becomes").


If you explain a bit where you have issues with your AI (without going into the gameplay detail) the more likely we might be able to help out with ideas.


bye
Ron

Qube

QuoteDo you have trouble to do a certain aspect of the AI (simply said "run towards the player") or on the decision making of the AI?
It's not the "run towards a player" but more of the AI actually playing part of the game to a decent standard.

QuoteIf you explain a bit where you have issues with your AI (without going into the gameplay detail) the more likely we might be able to help out with ideas.
Thanks but I'm stubborn and like to keep at it until I figure it out ;D
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Until the next time.

Steve Elliott

Ooo AI.  I've just gone for a simple fun quirky game I liked on the old Speccy - and re-visited it; so no need for such coding.  Good luck with the problem, I'm sure you'll crack it.
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