Author Topic: Mockups "please say this is going to be a game"  (Read 139053 times)

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Offline DJ Omnimaga

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Re: Mockups "please say this is going to be a game"
« Reply #210 on: December 11, 2013, 04:06:11 pm »
What could be the title screen of an HP Prime clone of Super Sonic Ball:



Note that it isn't really a mockup, as it's actually a real program, however I forgot to get rid of the CSE part of the logo (the logo was taken from my 84+CSE mockups folder).

Offline Eiyeron

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Re: Mockups "please say this is going to be a game"
« Reply #211 on: December 11, 2013, 04:06:56 pm »
Oo That's fast and beautiful!

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Re: Mockups "please say this is going to be a game"
« Reply #212 on: December 11, 2013, 05:41:28 pm »
That text O.O

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Offline DJ Omnimaga

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Re: Mockups "please say this is going to be a game"
« Reply #213 on: December 11, 2013, 11:53:53 pm »
Thanks lol. Here's an updated version:



Note that the title isn't pre-rendered. It's a smaller 63x15 image that is being deformed chunk by chunk, a bit like the TI-83 Plus version but smoother and not glitchy). On the CSE it would have to be pre-rendered and even then, it would be very hard to get the same frame rate.

EDIT: Here's the source code

Code: [Select]
EXPORT wavyanim()
BEGIN
DIMGROB_P(G4,336,256);
DIMGROB_P(G3,320,240);
DIMGROB_P(G1,63,15, {#0:64,#0:64,#0:64,#0:64,#0:64,#0:64,#0:64,#0:64,#4010401000000000:64,#4010:64,#0:64,#0:64,#4010000000000000:64,#40104010:64,#0:64,#4000000000000:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4010401040100004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4010401000040004:64,#4000400044010:64,#4000400040004:64,#7FFF000900040004:64,#97FFF00097FFF:64,#7FFF7FFF00097FFF:64,#7FFF7FFF00097FFF:64,#97FFF7FFF0009:64,#7FFF00097FFF7FFF:64,#7FFF00097FFF7FFF:64,#7FFF00097FFF7FFF:64,#97FFF7FFF0009:64,#9401040104010:64,#97FFF7FFF7FFF:64,#97FFF7FFF7FFF:64,#7FFF000900097FFF:64,#4010401040100009:64,#7FFF00097FFF0009:64,#7FFF7FFF7FFF0009:64,#67FF67FF000D0009:64,#67FF000D67FF000D:64,#67FF67FF67FF000D:64,#D67FF67FF000D:64,#67FF000D67FF67FF:64,#67FF67FF000D67FF:64,#67FF67FF000D67FF:64,#D67FF000D67FF:64,#4010000D67FF67FF:64,#67FF000D40104010:64,#67FF000D67FF67FF:64,#67FF000D67FF67FF:64,#D67FF000D000D:64,#D401040104010:64,#D67FF000D67FF:64,#D67FF67FF67FF:64,#1200124FFF0012:64,#124FFF00124FFF:64,#124FFF00124FFF:64,#4FFF001200124FFF:64,#124FFF00120012:64,#4FFF00124FFF0012:64,#4FFF00124FFF0012:64,#4FFF00124FFF0012:64,#4010401000120012:64,#124FFF00124010:64,#124FFF00124FFF:64,#124FFF00124FFF:64,#401000124FFF0012:64,#4FFF001240104010:64,#4FFF00124FFF0012:64,#1600124FFF0012:64,#33FF0016001633FF:64,#33FF001633FF0016:64,#33FF001633FF0016:64,#1633FF00160016:64,#16001633FF0016:64,#1633FF001633FF:64,#1633FF001633FF:64,#1633FF001633FF:64,#4010401040100016:64,#33FF001633FF0016:64,#33FF001633FF0016:64,#16001633FF0016:64,#40104010001633FF:64,#1633FF00164010:64,#1633FF001633FF:64,#1BFF001B001633FF:64,#1B1BFF001B1BFF:64,#1BFF1BFF001B1BFF:64,#1BFF1BFF001B1BFF:64,#1B001B1BFF001B:64,#1BFF001B1BFF1BFF:64,#1BFF001B1BFF001B:64,#1BFF001B1BFF001B:64,#2573001B1BFF001B:64,#1B401040104010:64,#1B1BFF1BFF1BFF:64,#1B1BFF1BFF1BFF:64,#1BFF001B001B1BFF:64,#401040104010001B:64,#1BFF1BFF1BFF001B:64,#1BFF1BFF1BFF001B:64,#3FF03FF001F001B:64,#3FF001F03FF001F:64,#3FF03FF03FF001F:64,#1F03FF03FF001F:64,#3FF001F001F03FF:64,#1F03FF001F03FF:64,#1F03FF001F03FF:64,#1F03FF001F03FF:64,#40104010001F03FF:64,#3FF001F40104010:64,#3FF001F03FF03FF:64,#3FF001F03FF03FF:64,#1F03FF001F001F:64,#1F401040104010:64,#1F03FF03FF03FF:64,#1F03FF03FF03FF:64,#1B1BFF001B001B:64,#1B1BFF001B1BFF:64,#1B001B001B1BFF:64,#1BFF001B001B1BFF:64,#1BFF001B001B001B:64,#1BFF001B1BFF001B:64,#1BFF001B1BFF001B:64,#1BFF001B1BFF001B:64,#40104010001B001B:64,#1B1BFF001B4010:64,#1B1BFF001B1BFF:64,#1B1BFF001B1BFF:64,#1B001B1BFF001B:64,#1BFF001B40104010:64,#1BFF001B1BFF001B:64,#16001B001B001B:64,#33FF001633FF0016:64,#33FF001633FF0016:64,#33FF001600160016:64,#1633FF00160016:64,#1633FF00160016:64,#1633FF001633FF:64,#1633FF001633FF:64,#1633FF001633FF:64,#4010401040100016:64,#33FF001633FF0016:64,#33FF001633FF0016:64,#16001633FF0016:64,#40100016001633FF:64,#1633FF00164010:64,#1633FF001633FF:64,#4FFF001200160016:64,#4FFF4FFF00124FFF:64,#124FFF00124FFF:64,#4FFF4FFF00122573:64,#1200124FFF0012:64,#4FFF00124FFF4FFF:64,#4FFF00124FFF4FFF:64,#4FFF00124FFF0012:64,#124FFF4FFF0012:64,#12401040104010:64,#124FFF4FFF4FFF:64,#124FFF00124FFF:64,#4FFF00124FFF4FFF:64,#4010401000124FFF:64,#4FFF00124FFF0012:64,#257300124FFF0012:64,#67FF67FF000D2573:64,#67FF67FF67FF000D:64,#4010000D67FF000D:64,#D67FF67FF000D:64,#67FF000D000D67FF:64,#67FF67FF000D67FF:64,#D67FF000D67FF:64,#D67FF000D67FF:64,#4010000D67FF67FF:64,#67FF000D40104010:64,#67FF000D67FF67FF:64,#67FF000D67FF000D:64,#67FF67FF000D67FF:64,#D40104010000D:64,#D67FF000D67FF:64,#40104010000D67FF:64,#9000900090009:64,#9000900090009:64,#9401000090009:64,#9000900090009:64,#9000900090009:64,#9000900090009:64,#9000900090009:64,#9000900090009:64,#4010401000090009:64,#9000900094010:64,#9000900090009:64,#9000900090009:64,#9000900090009:64,#9000940104010:64,#9000900090009:64,#4401040100009:64,#4000400040004:64,#4000400040004:64,#4000440100004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4010401040100004:64,#4000400040004:64,#4000400040004:64,#4000400040004:64,#4010000400040004:64,#4000400044010:64,#4000400040004:64,#2573257340104010:64,#2573257325732573:64,#2573257325732573:64,#2573257325734010:64,#2573257325732573:64,#2573257325732573:64,#2573257325732573:64,#2573257325732573:64,#2573257325732573:64,#2573401040104010:64,#2573257325732573:64,#2573257325732573:64,#2573257325732573:64,#4010401025732573:64,#2573257325732573:64,#4010257325732573:64,#4010:64});

FOR B FROM 0 TO 240 STEP 16 DO
FOR A FROM 0 TO 320 STEP 16 DO
BLIT_P(G4,A,B,A+16,B+16,G2,0,160,16,176);
END;
END;
62▶A;
0▶B;
0▶C;
0▶D;
.03▶E;
WHILE 1 DO
BLIT_P(G3,0,0,320,240,G4,D,D,320+D,240+D);
FOR A FROM 0 TO 62.75 STEP .25 DO
C+E▶C;
IF C>.5 OR C<-.5 THEN
-E▶E;
END;
B+C▶B;
BLIT_P(G3,32+(A*4),30-B,34+(A*4),114+B,G1,A,0,A+1,15,RGB(128,0,128));
END;
D+1▶D;
IF D=16 THEN
0▶D;
END;
FOR A FROM 0 TO 3 DO
FOR F FROM 0 TO 3 DO
TEXTOUT_P("©2014 DJ Omnimaga - www.omnimaga.org",G3,17+F,215+A,3,#000039);
TEXTOUT_P("Press Enter",G3,107+F,151+A,6,#000039);
END;
END;
TEXTOUT_P("©2014 DJ Omnimaga - www.omnimaga.org",G3,18,216,3,#FFFFFF);
TEXTOUT_P("Press Enter",G3,108,152,6,#FFFFFF);
BLIT_P(G0,G3);
END;
END;
« Last Edit: December 12, 2013, 12:02:39 am by DJ Omnimaga »

Offline aeTIos

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Re: Mockups "please say this is going to be a game"
« Reply #214 on: December 12, 2013, 06:10:17 am »
Wow, that's cool.
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Offline Sorunome

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Re: Mockups "please say this is going to be a game"
« Reply #215 on: December 12, 2013, 10:12:20 am »
Yup, can you make the bg randomley change the direction? I think that would add to it :)

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Offline DJ Omnimaga

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Re: Mockups "please say this is going to be a game"
« Reply #216 on: January 01, 2014, 09:12:15 pm »


This is an idea of how a 84+CSE version of Supersonic Ball would look like on the title screen, except that instead of 2013 you just have to change it to 2037. Not really a mockup, but you can see the logo effect being different from the 83+/PC/HP Prime versions, where it just shakes instead of waving. It takes advantage of the two screen buffers by switching back and forth.

I had some better looking background tiles, but I purposely made them more simple because I was planning to use pixel-test collision if the game was gonna be made. That project is a long way off, though, since it would be much harder than an Axe and HP PPL version.

The strings of balls are generated via chained sprites support.
« Last Edit: January 01, 2014, 09:13:35 pm by DJ Omnimaga »

Offline Sorunome

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Re: Mockups "please say this is going to be a game"
« Reply #217 on: January 04, 2014, 12:11:24 pm »
wait, already 2037? Not 2137? :P

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Offline DJ Omnimaga

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Re: Mockups "please say this is going to be a game"
« Reply #218 on: January 04, 2014, 12:18:01 pm »
Indeed. But yeah if that game ever comes to fruition it will have been insanely hard to make because of how xLIB handles scrolling and its double-buffering feature. Just the Tunnel game was insane to code.

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Re: Mockups "please say this is going to be a game"
« Reply #219 on: February 02, 2014, 04:12:53 pm »
Mockup of what could be a remake of an early Illusiat game on the Casio PRIZM by abusing RecallPict and Text commands to erase stuff:



Yay for 3-bit pixel art :D

Same method as the Zelda mockup posted a while ago, basically this pic is recalled with rocks blocking all sides, then the program would check which path is open then erase the rocks using spaces in a Text command. The sprites would be ASCII art. Recalling the pic would actually be faster than erasing the rocks.


The only problem, though, like the Zelda thing, would be that most rooms would look identical, except rock locations, and since there is no known way to draw 8-color pictures on a computer, you would need to draw them pixel by pixel using a program, so get ready to use a few sets of batteries to do so.
« Last Edit: February 02, 2014, 04:14:49 pm by DJ Omnimaga »

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Re: Mockups "please say this is going to be a game"
« Reply #220 on: February 02, 2014, 07:20:00 pm »
Mockup of what could be a remake of an early Illusiat game on the Casio PRIZM by abusing RecallPict and Text commands to erase stuff:



Yay for 3-bit pixel art :D

Same method as the Zelda mockup posted a while ago, basically this pic is recalled with rocks blocking all sides, then the program would check which path is open then erase the rocks using spaces in a Text command. The sprites would be ASCII art. Recalling the pic would actually be faster than erasing the rocks.


The only problem, though, like the Zelda thing, would be that most rooms would look identical, except rock locations, and since there is no known way to draw 8-color pictures on a computer, you would need to draw them pixel by pixel using a program, so get ready to use a few sets of batteries to do so.
Is using those commands fast enough?
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Offline DJ Omnimaga

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Re: Mockups "please say this is going to be a game"
« Reply #221 on: February 02, 2014, 08:30:46 pm »
For a turn-based RPG with nothing else other than the main char moving around on maps, this should be fine. An RPG requires about 2 FPS on maps (2.5 is better, though, as in Final Fantasy I through IV, chars move 2.5 tiles a second), and the SNake game someone made ran at 3 FPS.

Drawing the map would be weird. RecallPict has the 0.3 seconds delay, then pics are drawn in a matter of a second. Since, however, there's a 0.3 second delay between every Text() command, erasing a set of vertical rocks might take as long. It should still be bearable for players, though, considering many 84+ BASIC games takes several seconds to load maps.
« Last Edit: February 02, 2014, 08:32:48 pm by DJ Omnimaga »

Offline fb39ca4

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Re: Mockups "please say this is going to be a game"
« Reply #222 on: February 03, 2014, 12:11:42 am »
Can you send me some of those 3 bit files? I might try and make a converter if I can understand the file format, although I can't make any guarantees.

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Re: Re: Mockups "please say this is going to be a game"
« Reply #223 on: February 03, 2014, 12:17:51 pm »
I will try to generate some when I have some time. What I find interesting about Prizm pics is that the filesize varies from file to file, which probably means that some compression is being used.

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Re: Mockups "please say this is going to be a game"
« Reply #224 on: February 04, 2014, 08:31:20 am »
Using drawTable command you can have a relatively fast per-pixel drawing.