May 26, 2019, 03:15:36 AM

Author Topic: Jack Deadly - 8 bit-wars comp entry  (Read 2762 times)

Offline Xerra

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #30 on: February 21, 2019, 11:23:47 PM »
Frickin Laser Beams!   8)

And bombs! And explosions!  :P

Now it's looking like a RD2 game  :)

(Please ignore the dodgy colours at the start of the GIF, not sure why GifCam is playing up there...)

That looks excellent. This competition is going to be the hardest to judge, I reckon. Glad we have a three choice voting system.

Offline Qube

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #31 on: February 22, 2019, 04:13:12 AM »
@therevills - Cor blimey that looks good, nice work! :)

Kind of makes me regret going down the monochromatic Speccy graphic route ::) - Ah well, too late to change now.... Or is it? hmm, idea brewing.
Until the next time...

Offline Steve Elliott

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #32 on: February 22, 2019, 09:10:09 AM »
Looking very swish.

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Kind of makes me regret going down the monochromatic Speccy graphic route ::) - Ah well, too late to change now.... Or is it? hmm, idea brewing.

Ooo, sneaky lol.   ;)
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Offline MrmediamanX

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #33 on: February 22, 2019, 01:05:52 PM »
Nice, it's looking very solid now with addition of the extra props n stuff.

Offline 3DzForMe

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #34 on: February 22, 2019, 02:09:45 PM »
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me regret going down the monochromatic Speccy graphic route

But.... you have the added bonus with the 'authenticity' routines you've invoked to create genuine speccy colour clash! Anyway, any Speccy version trumps a C64 game (.... what me, a Speccy fan boy - oh okay maybe!)  :))

You're Jack Deadly is looking triple AAA already - kudos. I'm really gonna have to pull out all the stops to beat spyhunter/jack deadly and all the other quality in this compo to have any chance with my hobbit-esque 2D adventure. I wonder what my line counts up to so far....

Your graphics are a treat to the old eye.

Offline therevills

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #35 on: February 22, 2019, 11:44:43 PM »
Thanks guys :)

Still working on the event/trigger system. Really impressive how they managed to do these kind of games back then!

Offline therevills

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #36 on: February 23, 2019, 07:37:58 AM »
Trigger/Event system kind of working...


Offline iWasAdam

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #37 on: February 23, 2019, 10:21:02 AM »
It's all looking super impressive - love the death part where he flies at the screen :)

Offline Xerra

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #38 on: February 23, 2019, 11:15:13 AM »
It's all looking super impressive - love the death part where he flies at the screen :)

Me too. It's excellent. Looking forward to having a go on this one. The flying towards the screen bit made me think of Little Computer people where the little man would stop what he was doing and look straight out of the screen at you then bonk the screen with his fist expanding in and out when he thought you weren't paying attention. I laughed so hard when I first saw that.

Offline Derron

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #39 on: February 23, 2019, 11:23:10 AM »
Do not forget to keep pixal ratio correct when "dying" (no simple "scaling" except you use "non filtered" and a virtual resolution so no extra-ordinary pixels are created during scaling).

Else as said by others: looks great and colorful/vibrant.


bye
Ron

Offline Xerra

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #40 on: February 23, 2019, 11:50:42 AM »
Do not forget to keep pixal ratio correct when "dying" (no simple "scaling" except you use "non filtered" and a virtual resolution so no extra-ordinary pixels are created during scaling).

Else as said by others: looks great and colorful/vibrant.

I was thinking about this for when making an object move towards the screen and simulating 3d to an extent in case I put in a jumping mechanism for the player car in my game. If you want to be authentic then you'd need to probably animate in jumps so the speed would be accurate, if it's an Amstrad machine, as I don't believe the machine would have been quick enough to animate that smoothly. I would probably have just pretended to use the double width and double height modes of a sprite if i was doing it on a C64. Wouldn't look great but you wouldn't be able to do anything looking that great on a C64 either unless you had loads of spare memory to animate the player character increasing in size gradually. And that's a lot of graphic data in bytes for a machine with not much memory.

Then again, if you're not that worried about the authenticity then ignore Derron and just leave it the way it is :-)

Offline 3DzForMe

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #41 on: February 23, 2019, 05:09:12 PM »
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Do not forget to keep pixal ratio correct when "dying" (no simple "scaling" except you use "non filtered" and a virtual resolution so no extra-ordinary pixels are created during scaling).

Else as said by others: looks great and colorful/vibrant.

Yep, its this kinda stuff that eats at me slightly. I modified an image (eventually) in MSPaint, as GIMP simply would not let me change the file - I need to ask my wife why (she's a GIMP Guru - not the Die Hard type...) .

After I made the light in the cell cast a glow on the floor, I realised, bugger, thats not in the spectrum pallette, still loving hanging together stuff for this compo - Qube's Ace. I'll get there, rules are there for a reason!

We're all doing this for the fun, I think minor inadvertent pallette infringements should be tolerated with a maximum 15 percent deficit in overall points scored - being 'barred' from scoring any points seems harsh bearing in mind, here, we code mostly at night.

Offline Xerra

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #42 on: February 23, 2019, 05:34:36 PM »
We're all doing this for the fun, I think minor inadvertent pallette infringements should be tolerated with a maximum 15 percent deficit in overall points scored - being 'barred' from scoring any points seems harsh bearing in mind, here, we code mostly at night.

See, I'm going to disagree with that. The only hard rule was respecting the colour palette of the original machine you're writing a game to look like. If we go down the route of casually dumbing down that then there's basically no rules at all for what kind of game you come up with. Decide you're not going to bother with the authentic vote and just concentrate on making an unrestricted game that's going to register high for the other two categories.

We're doing this competition for the challenge so shouldn't we be doing exactly that?

Offline therevills

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #43 on: February 23, 2019, 11:49:57 PM »
Do not forget to keep pixal ratio correct when "dying"

Thanks Ron, that was meant to be on by default for this project - its on now  :)

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Else as said by others: looks great and colorful/vibrant.

Thanks - That's why the Amstrad won the 8-bit wars!

Offline MrmediamanX

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Re: Jack Deadly - 8 bit-wars comp entry
« Reply #44 on: February 24, 2019, 12:34:41 AM »
It was commodore 64 that won out where i'm from .... around the time due to being bundled with so many games.
the Amstrad was never a thing here ... even the sinclair ZX spectrum got a bit of light over here. with that said if the amstrad was completely used to it's full potential right from the go instead of receiving speccy ports, it would have done way better.
... The BBC forget about it, no one knew It existed. :P