Author Topic: Alien Breed 5 Episode III: Impact  (Read 57958 times)

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Offline Dudeman313

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Re: Alien Breed 5 Episode III: Impact
« Reply #30 on: January 22, 2016, 06:29:25 pm »
Was that a glitch? The tile-out thing stopped and looked kind of choppy there for a sec.
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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #31 on: January 23, 2016, 07:46:07 pm »
Was that a glitch? The tile-out thing stopped and looked kind of choppy there for a sec.
That was just the game quitting out to Cesium - it's currently set up to quit when a level is complete, just for testing purposes as I have made the level transitioning code "CE compatible" yet.

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #32 on: January 29, 2016, 05:15:23 am »
A little bit more progress over the last week - I've started working on colour menu screens & text.


Offline Dudeman313

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Re: Alien Breed 5 Episode III: Impact
« Reply #33 on: January 29, 2016, 08:48:59 am »
Wow! It's awesome!  *.* I am definitely getting a CE. :thumbsup: And if I ever learn to code, I'll port every cool game I've ever played(which is pretty much all of them) in FULL color!  :w00t:

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Offline TIfanx1999

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Re: Alien Breed 5 Episode III: Impact
« Reply #34 on: January 30, 2016, 10:26:01 pm »
The title screen looks nice James! :)

Offline chickendude

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Re: Alien Breed 5 Episode III: Impact
« Reply #35 on: January 30, 2016, 10:31:41 pm »
The title screen looks beautiful!

Offline Dudeman313

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Re: Alien Breed 5 Episode III: Impact
« Reply #36 on: February 01, 2016, 04:57:34 am »
Bought the CE! Just waiting for the game...
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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #37 on: February 01, 2016, 04:31:33 pm »
Bought the CE! Just waiting for the game...
Congratulations on your purchase! AB5 will still be some time.. But hopefully it's worth the wait! :)

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Re: Alien Breed 5 Episode III: Impact
« Reply #38 on: February 03, 2016, 05:38:35 am »

After stumbling back on this video of Mateo experimenting with a Mario CE engine, I decided to do some experimenting myself.


This is only very quickly put together, no sprite clipping or vram flipping, and not optimised at all, but it's enough to show that maybe a full colour version of Alien Breed is possible on the CE...





The sprites are still 8x8, but are now 8bpp (256 colours), and again scaled up x3. Like Mateo's Mario CE, all tiles are fully redrawn each frame instead of "scrolling". If I implement vram flipping and optimise the routines, it will look much better (in fact, it looks much better on the actual calculator than the above gif).


If I went ahead with this method, I can maintain the same code base between the monochrome 83+/84+ calculators and the colour 84+CE :)

Offline chickendude

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Re: Alien Breed 5 Episode III: Impact
« Reply #39 on: February 03, 2016, 08:09:51 am »
The weird artifacts at the border i assume are from the lack of sprite clipping? It seems you're missing a column when the map isn't aligned, though i guess for the CE being byte aligned isn't such a huge deal since every pixel is byte-aligned :D The speed is looking nice, though i imagine drawing all those color sprites is gonna be a pain in the neck, hehe.

Offline Dudeman313

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Re: Alien Breed 5 Episode III: Impact
« Reply #40 on: February 03, 2016, 08:47:21 am »
Cool so far! Would it be hard to put the heath/ammo bar in red/blue on the playing screen?
I can help with sprite drawing with Piskel App if I have time in school.
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Offline TIfanx1999

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Re: Alien Breed 5 Episode III: Impact
« Reply #41 on: February 03, 2016, 02:08:59 pm »
That's wonderful James! I'm quite excited to see this in colour. ;D

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #42 on: February 03, 2016, 04:13:02 pm »
The weird artifacts at the border i assume are from the lack of sprite clipping? It seems you're missing a column when the map isn't aligned, though i guess for the CE being byte aligned isn't such a huge deal since every pixel is byte-aligned :D The speed is looking nice, though i imagine drawing all those color sprites is gonna be a pain in the neck, hehe.
Correct - because there's no sprite clipping it glitches out a little, and it currently only draws 7 rows / 11 columns when it's not aligned. Only because I threw this together in a rush to see how it looked. Once I get more up to speed with the LCD controller and vram flipping, as well as clean up the sprite rendering, it will look much neater :)

Cool so far! Would it be hard to put the heath/ammo bar in red/blue on the playing screen?
I can help with sprite drawing with Piskel App if I have time in school.
Yeah eventually there will be a stats bar for both players at the top and bottom of screen, same as the original Amiga version. The sprite drawing shouldn't take me too long, I'll be using the original Amiga sprites, but probably simplified to 8x8 instead of 16x16.

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #43 on: February 23, 2016, 06:55:16 am »
I decided to try using 16x16 tile sprites (as opposed to 8x8 scaled up x3 in the previous screenshot), which resulted in the below (don't mind the yellow artifacts, they don't actually happen during execution). It certainly looks better quality, but in my opinion it's now a bit too small on screen.



For the sake of maintaining gameplay compatibility between the 83+/84+ monochrome version and the 84+CE version, the play screen needs to show 12x8 tiles, and the tile width/height needs to be a multiple of 8. I'm contemplating next trying 12x12 tile sprites scaled up x2 to make them 24x24, which is a multiple of 8.

Offline chickendude

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Re: Alien Breed 5 Episode III: Impact
« Reply #44 on: February 24, 2016, 05:26:52 am »
That does look a bit small, i think 12x12 would look nice, but honestly the original scaled 8x8 sprites looked fine to me.