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Omnimaga
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OmniRPG - Sprites
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Topic: OmniRPG - Sprites (Read 44609 times)
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Xeda112358
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Re: OmniRPG - Sprites
«
Reply #105 on:
September 12, 2013, 10:01:41 am »
Wow, those tiles are fantastic! I am also pleased to find that I actually made a map editor for Amber (though not very user friendly). I completely forgot about it.
Also, speed-wise, 4-level gray and 3-level gray LCD updates are about the same speed, and since the tilemap runs from an interrupt and is animated, you could technically make the tiles animate at about 40FPS while allowing movement (and this is at 6MHz). However, there are a handful of difficulties including how to handle grayscale backgrounds while a menu is open or text is on the screen, and energy consumption (I am pretty sure grayscale would cause more of a drain than b/w most of the time).
I really do like those 16x16 tiles!
EDIT:
Also, my hope is that groups of tiles such as those for whole houses would take up 1 byte when compressed.
«
Last Edit: September 12, 2013, 10:02:46 am by Xeda112358
»
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Pokémon Amber
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BatLib Library
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FileSyst Library
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CopyProg
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TPROG
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GroupRead
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Z80 Floating Point Routines
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Sorunome
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Re: OmniRPG - Sprites
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Reply #106 on:
September 12, 2013, 10:45:04 am »
i like those 16x16 tiles too, nice job
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Eiyeron
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Re: OmniRPG - Sprites
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Reply #107 on:
September 12, 2013, 11:27:33 am »
I has to scale down to 8*8, because Streetwalker liked having a better view of the map... But still...
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Sorunome
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Re: OmniRPG - Sprites
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Reply #108 on:
September 12, 2013, 11:29:15 am »
nice sprites, indeed
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Eiyeron
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Re: OmniRPG - Sprites
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Reply #109 on:
September 12, 2013, 11:39:22 am »
That won't stop!
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Streetwalrus
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Re: OmniRPG - Sprites
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Reply #110 on:
September 12, 2013, 12:42:07 pm »
Oh yeah that looks pretty good.
Nice job Eiyeron.
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Eiyeron
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Re: OmniRPG - Sprites
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Reply #111 on:
September 12, 2013, 01:02:55 pm »
Make me a list of what ya want.
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Xeda112358
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Re: OmniRPG - Sprites
«
Reply #112 on:
September 12, 2013, 02:28:40 pm »
If you could save a .bmp (or PNG or whatever) with the tiles in it, that would be great for me.
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My pastebin
|
Pokémon Amber
|
Grammer Programming Language
|
BatLib Library
|
Jade Simulator
|
Zeda's Hex Opcodes
|
FileSyst Library
|
CopyProg
|
TPROG
|
GroupRead
|
Lbl Read/Write
|
Z80 Floating Point Routines
(
z80float on GitHub
)|
Z80 Optimized Routines Repository
Spenceboy98
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Re: OmniRPG - Sprites
«
Reply #113 on:
September 12, 2013, 07:19:45 pm »
So, we're doing straight 8*8 instead of using 8*8 to make 16*16 (I prefer the 16*16)?
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Xeda112358
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Re: OmniRPG - Sprites
«
Reply #114 on:
September 12, 2013, 09:18:55 pm »
I am just taking the tiles as I get them, but I currently have this much working (see screenshot below).
I basically have most of the tiles from Amber (for now, until we get more tiles), plus a handful from this topic.
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My pastebin
|
Pokémon Amber
|
Grammer Programming Language
|
BatLib Library
|
Jade Simulator
|
Zeda's Hex Opcodes
|
FileSyst Library
|
CopyProg
|
TPROG
|
GroupRead
|
Lbl Read/Write
|
Z80 Floating Point Routines
(
z80float on GitHub
)|
Z80 Optimized Routines Repository
tr1p1ea
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Re: OmniRPG - Sprites
«
Reply #115 on:
September 12, 2013, 09:20:22 pm »
Looking pretty sweet!
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Eiyeron
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Re: OmniRPG - Sprites
«
Reply #116 on:
September 13, 2013, 01:17:27 am »
There is a little problem: you have two houses with different perspesctive. Mine is Earthbound-like when yours is Pokemon-like
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Sorunome
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Re: OmniRPG - Sprites
«
Reply #117 on:
September 13, 2013, 05:58:51 am »
Looking sweat, but yeah, these perspectives...
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Xeda112358
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Re: OmniRPG - Sprites
«
Reply #118 on:
September 13, 2013, 07:48:23 am »
I know, I just had a pre-built map from the last project and I only changed a few tiles to add the houses.
I really need to work on the map editor to make it more user friendly and flexible. I am trying to make it so that whole houses and trees can be placed at once. I also have to work out a final format for the tilemaps as well as the compression and decompression algorithms.
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My pastebin
|
Pokémon Amber
|
Grammer Programming Language
|
BatLib Library
|
Jade Simulator
|
Zeda's Hex Opcodes
|
FileSyst Library
|
CopyProg
|
TPROG
|
GroupRead
|
Lbl Read/Write
|
Z80 Floating Point Routines
(
z80float on GitHub
)|
Z80 Optimized Routines Repository
chickendude
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Re: OmniRPG - Sprites
«
Reply #119 on:
September 13, 2013, 08:43:52 am »
I also think the grass moves too quickly, i'd cut the speed at least in half. Btw, are do the animations continue when the player is moving (unaligned)?
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OmniRPG - Sprites