November 25, 2020, 08:03:02 AM

Author Topic: Go Nuts Competition Entry - Axonite  (Read 3294 times)

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #45 on: September 29, 2020, 08:51:32 AM »
hehehehehehe
I'm not saying anything.... Except "Hmm how do you track and sync audio?"

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #46 on: October 01, 2020, 07:19:10 AM »
oh, getting hard now :(
OK. I've got my sprite, but I need a version that can be turned into black and white. that means a shader:


But it's not a simple task of coloring pixels - you need to make some sort of sense about it while keeping the same look as the colored version

ooo. does this mean i can take the new graphics recolor them and make a spectrum next version????

Offline blinkok

  • Sr. Member
  • ****
  • Posts: 269
Re: Go Nuts Competition Entry - Axonite
« Reply #47 on: October 01, 2020, 10:26:59 AM »
De-saturate it in you gfx proggy or just de-saturate the palette in the game

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #48 on: October 01, 2020, 10:42:37 AM »
You’ve missed the point - the above image of the 2 ships is using only a single sprite

getting the second result is actually quite hard in a photo app as well.

The above is live and controllable :)

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #49 on: October 02, 2020, 11:07:21 AM »
and todays nugget is drawing more enemies:

and oodles of animation frames as well :(

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #50 on: October 02, 2020, 02:27:31 PM »
ok. so lets talk levels and enemies:

Above shows the data for powering level 1!
the columns are as follows:

1. far left number = map references, the color is the background color being used
2. next set of numbers = the path the enemies for that map part will take
3. block of four enemies
each map section can have 4 different enemies along the same path. the icon shows the enemy and the color is how to follow the path. Which gives great flexibility :)

so looking above you can see for any level  there are ten sections, each with enemies. you can also see that the bottom 3 sections are yet to get enemies - or maybe the enemies are built directly into the graphics map as well....?

Anyway. it gives an idea of how I am tackling the enemies and not using anything nasty like xml etc. Just a nice simple visual map   8)

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #51 on: October 03, 2020, 08:27:51 AM »
nothing much today just implemented enemy shots:


They can hit the ship and do damage - nothing spectacular...

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #52 on: October 03, 2020, 03:01:19 PM »
Thought you'd like to see this - the first enemy. lots of reference photos used and one attempt that got trashed after an hour of work :(
100x100 pixels

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #53 on: October 04, 2020, 12:00:16 PM »
so what nuttiness have I been up to today... ?  :o

Offline Derron

  • Hero Member
  • *****
  • Posts: 3261
Re: Go Nuts Competition Entry - Axonite
« Reply #54 on: October 04, 2020, 01:10:40 PM »
nuttiness? I would call it "mixing pixel sizes".

Also one of the space egs is below that... uhm... prehistorical giant thing - and the one next to it, is on top of it. I assume the space eggs also move in the z-direction (so "to the screen" and "away from screen") - and that giant thing is "inbetween".

The most right space egg exposes some black outline which is "inconsistent"  - dunno for what reason it exists. If it exists because of "scaling" you might consider doing smooth scaling. If smooth scaling is to avoid (because of "pixel effect") then maybe do the outlines in a different sprite image - and draw them scaled+smoothed behind the "scaled pixelated" actual image.



bye
Ron

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2565
  • I mostly code at night... Mostly.
    • SyntaxBomb - Indie Coders
Re: Go Nuts Competition Entry - Axonite
« Reply #55 on: October 05, 2020, 04:26:22 AM »
nuttiness? I would call it "mixing pixel sizes".
Hmm, I kinda like it as it's a retro method of making something look bigger without having to draw it bigger. For example in the classic C64 Ghostbusters the marshmallow man was an enlarged sprite and that worked well I thought as I didn't do a WTF! about it.
Mac mini ( 2018 / 2020 ), 3 GHz 6-Core Intel Core i5, 16 GB 2667 MHz DDR4, 1TB NVMe, eGPU Radeon Pro 580 8 GB, LG Ultragear 27GL83A-B 27 Inch
Commodore VIC-20, 1.1Mhz MOS 6502 CPU, 5KB RAM, VIC ( 6560 ) GPU

Until the next time...

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #56 on: October 05, 2020, 07:22:51 AM »
You don't really notice with all the other stuff flying around. and there's loafs of that...

for today I have been mostly working out IK

Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 2000
Re: Go Nuts Competition Entry - Axonite
« Reply #57 on: October 05, 2020, 08:04:42 AM »
and the final result  8)

Offline Derron

  • Hero Member
  • *****
  • Posts: 3261
Re: Go Nuts Competition Entry - Axonite
« Reply #58 on: October 05, 2020, 08:54:57 AM »
This looks nice indeed.


Handles of the ik path...are a bit offset in the editor shot... Not something important for the overall look but maybe there is a wrong offset error lurking around in your code (when it needs to be exact...).


Bye
Ron

Offline Steve Elliott

  • Hero Member
  • *****
  • Posts: 2855
  • elgol 2021
Re: Go Nuts Competition Entry - Axonite
« Reply #59 on: October 05, 2020, 03:34:46 PM »
Quote
nuttiness? I would call it "mixing pixel sizes".

Nice looking alien and good animation, but yeah everything is very high res compared to the pixelated alien...Looks odd, like the art was drawn by 2 different people.

As for scaling to enlarge a sprite, even then it's too much of a leap from super crisp to super pixelated.
Windows 10 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
MacOS Big Sur 64-bit, 8Gb RAM, Intel i5 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB
Linux Mint 19.3 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
Raspberry Pi 400, Pi4, C64, ZX Spectrum Next.

 

SimplePortal 2.3.6 © 2008-2014, SimplePortal