Author Topic: OmniRPG - Sprites  (Read 44733 times)

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Offline Scipi

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Re: OmniRPG - Sprites
« Reply #15 on: December 06, 2012, 05:07:09 pm »
When we initially make maps, it might be easier to make them on comp so you can see everything going on at once and not be constrained by the calc screen itself. I'll be using my own Tilemapper for this purpose, since it generates map files in a simple format :P

Edit: I'll update my sig with my projects so people who want to use it, can find it
« Last Edit: December 06, 2012, 05:07:50 pm by HOMER-16 »

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Spenceboy98

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Re: OmniRPG - Sprites
« Reply #16 on: December 06, 2012, 05:08:29 pm »
I was originally thinking 32x32 or 24x24 for characters :P I think we should use 16x16 tiles, even though that means we won't have much to show on the screen at any given point. I made some rather nice tiles for an old game that were 16x16 that I might be able to share. I might also have to get around to writing a scrolling map engine >.>

I like the detail in 16x16 sprites, especially grayscale. It also makes the world seem so much bigger and you feel closer to the game :)

Sounds good to me. :) I agree to this.
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Offline Xeda112358

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Re: OmniRPG - Sprites
« Reply #17 on: December 06, 2012, 05:11:39 pm »
Cool, thanks. What format are the files saved in, by the way? I am assuming bytes doing rows first, then columns?

Offline Scipi

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Re: OmniRPG - Sprites
« Reply #18 on: December 06, 2012, 05:12:31 pm »
Cool, thanks. What format are the files saved in, by the way? I am assuming bytes doing rows first, then columns?

Yes, the format is <x, y, [data], [data], [data]... etc>

Edit: I'll need to check if I still save the data in chars, however instead of ints. Or should we use ints?
« Last Edit: December 06, 2012, 05:13:23 pm by HOMER-16 »

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Xeda112358

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Re: OmniRPG - Sprites
« Reply #19 on: December 06, 2012, 05:16:03 pm »
One byte would be better in my experience. We might have >256 sprites, but we probably won't need more than 256 tiles. That initial x,y will be very useful, too. Are those bytes or words? (I am assuming they are the width and height)

Offline Scipi

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Re: OmniRPG - Sprites
« Reply #20 on: December 06, 2012, 05:33:25 pm »
They are. I believe that they are words, I can modify the source though to only work in bytes (I *should* already have it implemented since I was planning on exporting AppVars with this program eventually)

If we have over 256 sprites, we can always have sprite pallets for different areas.
« Last Edit: December 06, 2012, 05:33:43 pm by HOMER-16 »

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Sorunome

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Re: OmniRPG - Sprites
« Reply #21 on: December 06, 2012, 06:43:46 pm »
Erm, how many by how many pixel sprites? I would say 8*8 :P
And I'd say 4-level greyscale :D

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Offline Scipi

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Re: OmniRPG - Sprites
« Reply #22 on: December 06, 2012, 06:48:25 pm »
I was originally thinking 32x32 or 24x24 for characters :P I think we should use 16x16 tiles, even though that means we won't have much to show on the screen at any given point. I made some rather nice tiles for an old game that were 16x16 that I might be able to share. I might also have to get around to writing a scrolling map engine >.>

I like the detail in 16x16 sprites, especially grayscale. It also makes the world seem so much bigger and you feel closer to the game :)

16x16 might allow for better detail than 8x8 :P
« Last Edit: December 06, 2012, 06:48:37 pm by HOMER-16 »

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Sorunome

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Re: OmniRPG - Sprites
« Reply #23 on: December 06, 2012, 06:51:04 pm »
but isn't that a bit big? 12x12 then?

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Offline squidgetx

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Re: OmniRPG - Sprites
« Reply #24 on: December 06, 2012, 08:09:10 pm »
I might have to pull back from this project a bit, life and A:P are keeping me quite busy as it is :(. I'll still be happy to act as a consultant, hehe, chipping in here and there though.

Anyway what I have to say here is that if you guys are going to go grayscale ARPG, you're going to have to sacrifice the 6mhz audience. Redrawing the screen isn't going to be an option, as that takes over 400,000 cycles by itself if you're drawing 2 layers for gray. So the screen is going to be needed to be backed up every frame to draw the enemies and whatnot; simply backing up 1,536 bytes of buffer, drawing the screen (3lvl gray) and restoring those 1,536 bytes is going to take over 123,512 cycles. In 6mhz, that's 48fps. Once you add in scrolling, enemies, and whatnot, the framerate isn't going to be anywhere close to the 45-60fps needed for decent grayscale. (Reference numbers: Horizontal/Vertical commands take about 20k cycles, drwaing an 8x8 sprite takes 2100 cycles. So scrolling with 2 16x16 grayscale sprites onscreen? Add 4*2*2*2100+2*20,000 = ~another 50,000 cycles, dropping the 6mhz framerate down to 30fps). 15mhz is going to be just about right to get you by.
« Last Edit: December 06, 2012, 08:10:14 pm by squidgetx »

Offline TIfanx1999

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Re: OmniRPG - Sprites
« Reply #25 on: December 06, 2012, 09:49:23 pm »
I really like the enthusiasm that this project is getting. However, the main focus at this point should be discussing sprite sizes and wether or not we should use grayscale. I don't see how concept art can be done yet as we don't even have a story nailed down, or a team developing the story/scenario yet. In regards to that; 16x16 does allow for less space per screen, but it doesn't allow for as large of a field of view. In rpgs, this is generally acceptable though. 12x12 seems it would be a decent compromise of scree space and quality. 8x8 or less allows a much larger field of view, but really limits the amount of details that can be shown. I think I'd be leaning more towards 16x16 if we are doing a turn based rpg. If it is an action RPG, 12x12 or 8x8. I'd also want to ensure that this game is playable on both 6mzh and 15mhz calcs, so grayscale may not be an option.

Offline Sorunome

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Re: OmniRPG - Sprites
« Reply #26 on: December 06, 2012, 09:54:06 pm »
well, as it currently seems due to the votings in the battle engin topic that it'll be an arpg.
But we could also do two versions, only loading different sprites shouldn't be too much a problem.
IMO we should start a poll on the sprite size and greyscale.

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Offline blue_bear_94

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Re: OmniRPG - Sprites
« Reply #27 on: December 06, 2012, 10:03:30 pm »
I think 12x12 would be slower and require more complicated data and sprite drawing routines.
Due to dissatisfaction, I will be inactive on Omnimaga until further notice. (?? THP hasn't been much success and there's also the CE. I might possibly be here for a while.)
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Offline Sorunome

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Re: OmniRPG - Sprites
« Reply #28 on: December 06, 2012, 10:12:47 pm »
maybe some people like xeda can assemble us there something....

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Offline Yeong

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Re: OmniRPG - Sprites
« Reply #29 on: December 06, 2012, 10:41:54 pm »
Also if the RPG decides to go to ARPG, the amount of sprite requires increase by 200% at least. (ARPG takes some good amount of sprites because of attacking motions and stuff and enemies sprites have to be semi-detailed motion wise)
« Last Edit: December 06, 2012, 10:42:28 pm by yeongJIN_COOL »
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