Author Topic: Mockups "please say this is going to be a game"  (Read 138867 times)

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Re: Mockups "please say this is going to be a game"
« Reply #45 on: May 27, 2013, 12:24:28 am »
Really cool looking :D

Offline JamesV

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Re: Mockups "please say this is going to be a game"
« Reply #46 on: May 27, 2013, 01:59:35 am »
Early concept for our spaceship exploration game. Yep it's inspired by metroid and solar jetman. Not sure if this is the definitive art style though.
That looks great Keoni!

Offline Streetwalrus

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Re: Mockups "please say this is going to be a game"
« Reply #47 on: May 27, 2013, 07:02:19 am »
^That. :)

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Re: Mockups "please say this is going to be a game"
« Reply #48 on: May 27, 2013, 07:36:22 am »


Early concept for our spaceship exploration game. Yep it's inspired by metroid and solar jetman. Not sure if this is the definitive art style though.
Not sure how I feel about the first pic, but I absolutely love the second one. :D

Offline Keoni29

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Re: Mockups "please say this is going to be a game"
« Reply #49 on: May 27, 2013, 08:16:43 am »
The initial design was a dark environment that is only lit by the ship and the creatures.
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Re: Mockups "please say this is going to be a game"
« Reply #50 on: May 28, 2013, 01:19:22 am »
Sounds pretty cool.

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Re: Mockups "please say this is going to be a game"
« Reply #51 on: June 11, 2013, 03:12:39 am »
First mockup is what could have Zelda looked like if the Casio CFX color screen calculator line (1996-2003) could run assembly programs without requiring to open the calculator case and flash the ROM chip. The mockup shows the screen fading back and forth in and out (notice how pixels go through orange before turning blue). Would that calc line have died if ASM was possible and documented?

128x64 screen
3 colors at once (setup through 3 contrast settings)
32 KB of RAM

The second one is an idea of what Zelda: Sacred Pearls could have looked like if it was made for the PRIZM, using a similar map engine, but using pics to generate dungeon walls instead of Line/pxl-on. It misses most of the HUD and such game would most likely not be done, since even with using pics it would still be too slow (although 40 minutes faster). On top of that, no picture converter exists for 3-bit pics (the ones that can be edited/saved on-calc), so it would just take too long to create or generate the pics. Not to mention such complex pic might take more RAM than simple ones.

Zelda: Sacred Pearls would probably run at decent speed on a CFX, though, but it would look like crap lol.
« Last Edit: June 11, 2013, 03:40:55 am by DJ Omnimaga »

Offline Sorunome

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Re: Mockups "please say this is going to be a game"
« Reply #52 on: June 14, 2013, 02:59:55 am »
Linkes awakening dx on a casio? That would be indeed just awesome :D

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Re: Mockups "please say this is going to be a game"
« Reply #53 on: June 16, 2013, 08:03:43 pm »
It would not even come close to fit in RAM, though. :P

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Re: Mockups "please say this is going to be a game"
« Reply #54 on: June 17, 2013, 07:16:46 am »
compression, hacking, using the hyperspace and a flux compasator, it should work somehow _P

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Re: Re: Mockups "please say this is going to be a game"
« Reply #55 on: June 17, 2013, 02:07:47 pm »
Do you imagine how slow compressing a pic close to 380x200 in size would be in pure Casio BASIC? ???

Offline tr1p1ea

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Re: Mockups "please say this is going to be a game"
« Reply #56 on: June 17, 2013, 07:00:20 pm »
Working on a tilemap lib for the 84C. Currently it draws fullscreen (half-res) but only at 4-5fps which is a shame. But its only a preliminary test.
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Re: Mockups "please say this is going to be a game"
« Reply #57 on: June 17, 2013, 09:46:44 pm »
Still seems kinda cool, though. Hopefully you can get it to draw faster at half res. Will it be possible to draw in 320x240 and 160x240 mode too or will we only have 160x120 as option?

Offline tr1p1ea

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Re: Mockups "please say this is going to be a game"
« Reply #58 on: June 17, 2013, 10:21:00 pm »
Well xLIB will likely be 160x120 only at this stage due to memory and speed requirements. As a matter of fact i wanted to go even smaller but i figure fullscreen is a must at the very least.
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Re: Mockups "please say this is going to be a game"
« Reply #59 on: June 17, 2013, 10:32:42 pm »
Ah ok. For 160x240 what I thought was that the programmer would just use two 8x8 tile for one pseudo-16x16 tile. And yeah I think in later versions it should have a bit more freedom so that both people who need speed and people who don't need any (for example, Reuben barely needs speed, because nothing else than Reuben have to be redrawn during the walking loop and even if there was, it would only be a single floor tile).

What sucks is that I had a colored version of Reuben 1 overworld back in the days, but I lost it D:

EDIT: Here is an idea of what an RPG could look like, using colorized tiles I made years ago, using 160x120 scaled up to 320x240, but reduced to 256x224 with a black frame like on SNES/NES emulators. That's assuming, of course, that 256 colors can be used:

EDIT 2: Now using CSE BASIC colors:
« Last Edit: June 17, 2013, 11:43:43 pm by DJ Omnimaga »