Author Topic: N sprites  (Read 15267 times)

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saubue

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N sprites
« Reply #15 on: April 21, 2006, 09:23:00 am »
Of course. The method I like the most is to add the Assembly Source File to the project and then proto-type the function in a header.

Offline kalan_vod

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« Reply #16 on: April 21, 2006, 12:41:00 pm »
Ok, well I didn't know if you meant you were making a basic 68k program and calling an asm program within the basic one.

Offline DJ Omnimaga

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« Reply #17 on: April 21, 2006, 01:36:00 pm »
wow nice sprite I cant wait to see what  you'll make it do! DONT KILL IT O_O

Liazon

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N sprites
« Reply #18 on: April 21, 2006, 05:22:00 pm »
Don't worry xlibman, I'll try me best to finish.
btw, I didn't kill r/p/s.  I just don't feel like searching for the bug rooted in the greyscale implementation after I've only finished about 6% of the game.  Now that I know how to define a C structure, I think I'll make a structure to organize different character types and make the tile stuff easier.  I'll have to fix the way I store data, but I'll eventually fix the greyscale sprites and finish the battle engine.

@saubue: thanks.  I hope C will be sufficient for a black and white game.

saubue

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N sprites
« Reply #19 on: April 22, 2006, 02:36:00 am »
QuoteBegin-Liazon+Apr 22 2006, 06:22 AM-->
QUOTE (Liazon @ Apr 22 2006, 06:22 AM)
@saubue: thanks.  I hope C will be sufficient for a black and white game.  

 sufficient? You can do almost anything with TIGCC. However, if you might need some help, feel free to ask :)smile.gif

Offline kalan_vod

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« Reply #20 on: April 22, 2006, 03:33:00 am »
Oh, so this will be a 68k project? :(sad.gif Oh well, at least we will have axchos/cdi or who ever is working on it, as they are making it for z80s :Dbiggrin.gif. Good luck with yours though.

Liazon

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N sprites
« Reply #21 on: April 26, 2006, 02:21:00 pm »
Sprites:
user posted image
user posted image
From the top left going clockwise:
   1. Standing still
2-3. Running
   4. Sliding to halt
   5. Jumping frame
6-7. Possible falling frames.  I like #7 (the one on the left) personally.
8-10 Possible wall sliding frames.  I personally like #10 (bottom left) the most.

I'll have to use the other comp to experiment with animation frames in imageready.  Just to see if I like the sprite sets.  Any suggestions for the game or the sprites is welcome!

I'll probably have more to add to the project description later.

Offline kalan_vod

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« Reply #22 on: April 26, 2006, 02:31:00 pm »
Haha, I still love that animation. I think you should make it into a bigger one, so you can have it as a avatar :Ptongue.gif. I hope to see more progress on this!

Offline DJ Omnimaga

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« Reply #23 on: April 27, 2006, 01:20:00 am »
wow those lil dude sprites look nice, best stickfigure animation I saw in a long while, and prbly the best 8x8 one

Offline Spellshaper

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« Reply #24 on: April 27, 2006, 03:26:00 am »
ngame is so fun and addicting :)smile.gif

Offline kalan_vod

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« Reply #25 on: April 27, 2006, 04:01:00 am »
Wow, you added more! The others look just a good, man you have some good sprite making skills! :D

Liazon

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N sprites
« Reply #26 on: April 27, 2006, 09:48:00 am »
Reserved for more details on progress.

Original Game: http://www.freeworldgroup.com/games2/gameindex/ngame.htm
So I'm basically trying to port that onto 89 calcs.  It will be black and white using 8x8 sprites and tiles.  I don't know how many enemies and tiles from the original game I will be able to include, but I'll try my best.  This and r/p/s are my first projects.

Unlike the original game, N-Game 68k is not played on one screen.  It will scroll and the maps will be larger than 12x20 tiles.  What I want to do is to create a pause option that will allow you to pause and scroll around the whole map.  
As for dealing with enemies, like the homing drones, the snipers, the missles, and the like, I will add a feature called the N Sense.  It'll be some for of indication that will tell you if you've been locked on by something, or if something is trying to target you.

I don't know how well I can recreate the physics in the original game.  It is really complex which is why I'm not sure if I can include tiles like the curved ones and the irregularly shaped ones.

Liazon

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N sprites
« Reply #27 on: April 27, 2006, 09:58:00 am »
For more info on the enemy types:
1.)  Play the game
2.) Click on help, and then enemies (right) and read about them.

Offline kalan_vod

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« Reply #28 on: April 27, 2006, 10:14:00 am »
I would vote for all, but I can'd XDsmiley.gif...Any would be great though.

Liazon

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N sprites
« Reply #29 on: April 30, 2006, 08:57:00 am »
user posted image

More sprites!!!!  I think I'm forgetting to do some.  If someone sees a sprite I'm missing, please tell me.  

I need some advice from the C masters.  Should I use rotation routines or should I just store all versions of the sprites?  Which way is faster?  I think I'd prefer the faster way, but I assume not using a rotation routine may make things difficult to organize.  I'll really have to think about it.

Caption:
ROW 1:
1. Standing/facing right
2+3.  Running right
4.  Sliding right
5.  Jumping right
6-7. Falling right
8.  Wall sliding (wall on right)
9-11.  Victory dance facing left

ROW 2:
1. Standing/facing left
2+3.  Running left
4.  Sliding left
5.  Jumping left
6-7. Falling left
8.  Wall sliding (wall on left)
9-11.  Victory dance facing right

ROW 3:
1. mine
2. floorchaser
3. gauss turret
4. gauss turret aimer
5. homing turret
6-8. homing missiles
9. thwump

ROW 4:
1-2. chaingun drone
3-6. laser drone
7-10. homing zap drone
11. zap drone

ROW 5:
1. gold
2-4. standard door
5-7. access door
8-10.  trap door
11.  one-way platform

ROW 6:
1.  bounce block
2-5. launch pad
6. access panel
7-8.  remote terminal
9-10.  Exit