Author Topic: sprite development  (Read 12879 times)

0 Members and 1 Guest are viewing this topic.

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
sprite development
« on: April 15, 2011, 06:10:14 am »
just so you guys know, this project isn't dead. i've been REALLY busy and haven't had time to set aside for it, but i've still managed to squeeze in a bit of bugfixing and optimisation as well as sprite work here and there. here are a couple in-development graphics for your viewing pleasure (more will come at some point).

EDIT: which of the tower designs in the first picture is your favourite?
« Last Edit: April 15, 2011, 06:12:39 am by shmibs »

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: sprite development
« Reply #1 on: April 15, 2011, 06:10:50 am »
Those are looking very nice, the castle tiles look sweet :D Nice job.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: sprite development
« Reply #2 on: May 26, 2011, 12:54:20 am »
Wow they look really nice. I can,t tell which ones are the best though, but I really like the ones that looks more 3D-ish with black bricks.

I hope you eventually work on this again.

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: sprite development
« Reply #3 on: May 28, 2011, 04:02:45 am »
as of today, i am done with highschool, so i will no longer be too busy to work on coding things. however, before i start this up again i'm going to work on the axe contest first (i actually started my entry on the way home earlier XD), and i have one other idea for a small project that i might whip up after the contest as well.

hopefully at that point i won't have become so lost in my own source code that i need to start over. it's well commented, so, in theory, that shouldn't be an issue.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: sprite development
« Reply #4 on: May 29, 2011, 11:22:51 am »
When you say done do you mean finished for the year or did you graduate? Also, yes I might be a good idea to get crackin on that contest entry. ^^

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: sprite development
« Reply #5 on: May 29, 2011, 01:42:12 pm »
I'm glad you got some more free time now. I can't wait for more updates on your projects. :)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: sprite development
« Reply #6 on: January 12, 2012, 10:03:29 pm »
i finally figured out how to rip data directly from the rom, so i'm starting there, laying out the tilemaps and such before getting into other things. i've figured out that the overworld levels all have <=160 tiles, the overworld maps are 160*160 tiles large, and, for compression purposes, those tiles are grouped together into larger 4*4 tiles. there are <=80 tiles for the dungeon maps, the map storage seems really confusing at the moment, so i'll probably just redo that entirely. here are the first few tile sets and the complete map of level 1's overworld (warning, it's fracking huge. oh, and the white text marks enemy spawns and the blue and yellow are warps.). if anyone has any ideas on how to best compress this, they would be welcomed =).
« Last Edit: January 12, 2012, 10:05:32 pm by shmibs »

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: sprite development
« Reply #7 on: January 13, 2012, 11:23:42 am »
Wow! O.O Very nice!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: sprite development
« Reply #8 on: January 13, 2012, 01:43:03 pm »
Wow great, good luck converting the maps to use the 8x8 versions of the sprites. I wonder if RLE would compress well?

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: sprite development
« Reply #9 on: January 13, 2012, 03:44:04 pm »
I agree DJ_O? There are so many places that RLE will reduce!

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: sprite development
« Reply #10 on: January 13, 2012, 05:23:58 pm »
/\it would indeed. also, i need to redo this, because, as you can see if you look closely, i did it wrong so there are spots where the map repeats itself horizontally.
basically, my approach right now for this project is to get all the concrete things done first (map, tiles, etcetera), then make the dungeon section, and finally move on to the main engine, as that was what killed me last time :P

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: sprite development
« Reply #11 on: February 27, 2012, 07:29:19 pm »
Sorry to hear. D: good luck when you work on this again :)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: sprite development
« Reply #12 on: February 28, 2012, 03:08:22 am »
i converted the intro sequence to 4 level grey, just for fun (it would have to be compressed rather well to actually use it in a game, however).
oh, and since i recently set up that SDK jonimus is hosting for my PRIZM...
Spoiler For Spoiler:
* shmibs runs

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: sprite development
« Reply #13 on: February 28, 2012, 05:27:20 am »

Offline Jonius7

  • python! Lua!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1918
  • Rating: +82/-18
  • Still bringing new dimensions to the TI-nspire...
    • View Profile
    • TI Stadium
Re: sprite development
« Reply #14 on: February 28, 2012, 05:43:57 am »
I think the prizm is a sidenote, but I'm not sure
The game is still in Axe Parser and I am liking how the sprites are turning out! I like the castle tiles in the middle/slightly to the right. I am sure you can plan it right. ;)
Programmed some CASIO Basic in the past
DJ Omnimaga Music Discographist ;)
DJ Omnimaga Discography
My Own Music!
My Released Projects (Updated 2015/05/08)
TI-nspire BASIC
TI-nspire Hold 'em
Health Bar
Scissors Paper Rock
TI-nspire Lua
Numstrat
TI-nspire Hold 'em Lua
Transport Chooser
Secret Project (at v0.08.2 - 2015/05/08)
Spoiler For Extra To-Be-Sorted Clutter:

Spoiler For Relegated Projects:
TI-nspire BASIC
Battle of 16s (stalled) | sTIck RPG (stalled) | Monopoly (stalled) | Cosmic Legions (stalled)
Axe Parser
Doodle God (stalled while I go and learn some Axe)