December 04, 2020, 08:45:37 AM

Author Topic: isometric mortis V2  (Read 1203 times)

Offline iWasAdam

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isometric mortis V2
« on: February 15, 2020, 02:53:51 PM »
Unnamed and really a tech demo at the moment, but here a shot of what I've got:


Sinclair Spectrum resolution with expanded 32 color display.

The map itself is irrelevant as it can be any size, but this shows different cell heights, with 5 different sized 'things' sitting on top of the map. correct sorting of sprites plus sliding collision (and collision) all working correctly :)

Offline Derron

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Re: isometric mortis V2
« Reply #1 on: February 15, 2020, 04:01:07 PM »
you know you can always approach me if you want to create a more modern "Snake Rattle 'n' Roll" :D


bye
Ron

Offline iWasAdam

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Re: isometric mortis V2
« Reply #2 on: February 16, 2020, 02:38:54 PM »
You mean like this:

Offline Derron

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Re: isometric mortis V2
« Reply #3 on: February 16, 2020, 09:20:16 PM »
Yes ... something like this. Of course I would prefer a "high definition" version as the retro one already exists.


But do not let yourself get disturbed by my brain farts/ideas.


bye
Ron

Offline Qube

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Re: isometric mortis V2
« Reply #4 on: February 17, 2020, 05:16:48 AM »
Oo, I really like that :D - I'd say that works really well in retro mode with a nice palette. Great work on the iso rock / path squares.

Of course I would prefer a "high definition" version as the retro one already exists.
Do you think that would work / look better? as I think it looks pretty snazzy the way it currently is.
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Offline Derron

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Re: isometric mortis V2
« Reply #5 on: February 17, 2020, 06:28:50 AM »
Do you think that would work / look better? as I think it looks pretty snazzy the way it currently is.

Pheww...am not sure but as the original is already lowres and with a limited palette I thought highres toon might be interesting.

Bye
Ron

Offline Qube

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Re: isometric mortis V2
« Reply #6 on: February 17, 2020, 07:17:02 AM »
I thought highres toon might be interesting.
As iWasAdman is a pure terminator coding machine I'm sure he can try out both ;D
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Offline iWasAdam

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Re: isometric mortis V2
« Reply #7 on: February 17, 2020, 08:08:03 AM »
The actual code would be the same, it's just the graphics that would change, so you could work on the low res then the hires later once all the bugs are sorted...

The snake body is interesting though, something I've always anted a go at.... looks so easy, not quite as simple in practice with sprite sorting etc...

Offline Derron

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Re: isometric mortis V2
« Reply #8 on: February 17, 2020, 09:34:21 AM »
Regarding Sprites and replacing them: I saw a lot of code (here and on other places) which contains hardcoded stuff for widths, heights, amounts ...  so replacing GFX often wasn't that trivial. Not to talk about "GUI" (as a high-res just does not justify a fontsize of then 72pt or so :D). So some stuff is - imho - dependend on the actual resolution.

Yet I am with Qube: you surely prepared your code for all this already and then people can choose between 1bit, 4bit, 8bit, 16bit and 32bit HDR 3D :D

OR you already fancied around with your QuasarBeach and created some retro-RocknRoll music :D


@ low res
Ok ... maybe one could keep it "pixel art" and utilize subpixel rendering - for smooth movement. So some VGA base res with upscaling (pixel-perfect) and "subpixel" (actual hardwarepixels) rendering for movement ... plus modern alpha blending for particle effects etc. - could look interesting too while keeping that "pixel art charme".


@ tech demo
I really like the tiles and the "muddy" color palette - looks a bit like the db32 pro palette (did not compare so do not blame me...). Of course Mr. Death does not need that fat black outline then.

bye
Ron

Offline iWasAdam

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Re: isometric mortis V2
« Reply #9 on: February 18, 2020, 08:30:13 AM »
Found this while researching Snake rattle n roll


It's very impressive when you see it like this...

Offline Derron

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Re: isometric mortis V2
« Reply #10 on: February 18, 2020, 09:10:33 AM »
That is ... cool! But .. honestly, I never never never played that flawless through the levels, I even think I never finished the game (I did not own it but only lended it from the video shop from time to time).

In a "remake" I would of course enjoy a bit more variation graphics wise and maybe some more visual effects (instead of "blinking") ... but gameplay pace should be the same.


At the end you see a "coming soon" for "Snakes in Space" ... to distinguish from the original game one could think about having a different "theme" too - so jumping through jungle to the top of a hill or so. This depends on how "legal" remakes can be these days - so better just clone the basic idea and gameplay approach.
 

bye
Ron

Offline iWasAdam

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Re: isometric mortis V2
« Reply #11 on: February 18, 2020, 10:51:54 AM »
I can see where they were wanting to write MarbleMadness when you see it in operation.

It would be good to take the concepts, make the map smaller (so you could see the different parts)...


Offline Xerra

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Re: isometric mortis V2
« Reply #12 on: February 18, 2020, 07:46:41 PM »
I'm betting Minecraft had some influence from this game.

Offline Xaron

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Re: isometric mortis V2
« Reply #13 on: February 22, 2020, 02:04:51 PM »
Woah that looks cool! At some point I want to do such a "retro" pixel art game as well. Keep it going!

 

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