Author Topic: VVVVVV  (Read 79300 times)

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Offline pimathbrainiac

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Re: VVVVVV
« Reply #60 on: February 28, 2013, 06:31:34 pm »
Yay IRC for telling us this >:D
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Offline leafy

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Re: VVVVVV
« Reply #61 on: February 28, 2013, 06:32:12 pm »
heh :) Anyway, let's get the discussion back to Rampart.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #62 on: February 28, 2013, 07:14:10 pm »
I'm also thinking of trying to make this in 68k basic, but I'm not sure if it will work...
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Offline Sorunome

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Re: VVVVVV
« Reply #63 on: February 28, 2013, 07:24:19 pm »
So, I like the graphics updates! I think you did a great work over there :)

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Offline Keoni29

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Re: VVVVVV
« Reply #64 on: March 01, 2013, 04:43:29 am »
I can't help but mention that the graphics look nothing like the pc version. I understand that the resolution is a bottleneck, but it's no excuse at all to just slap some crude stick figures and blocks on there bearing no resemblance to the original whatsoever. Let me help you with that if you please.
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Offline TIfanx1999

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Re: VVVVVV
« Reply #65 on: March 01, 2013, 05:16:22 am »
I'm also thinking of trying to make this in 68k basic, but I'm not sure if it will work...

I'm not sure if 68k BASIC would cut it simply because of speed. This game looks fairly action oriented. C or newprog would probably do nicely though. :)

Offline pimathbrainiac

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Re: VVVVVV
« Reply #66 on: March 01, 2013, 07:21:42 am »
I can't help but mention that the graphics look nothing like the pc version. I understand that the resolution is a bottleneck, but it's no excuse at all to just slap some crude stick figures and blocks on there bearing no resemblance to the original whatsoever. Let me help you with that if you please.

Quite frankly, that was a bit of a mistake to change the graphics from what I had... I can't deal with an 8x16 character sprite, tho (the levels are only going to work with 8x8 right now...

I'm also thinking of trying to make this in 68k basic, but I'm not sure if it will work...

I'm not sure if 68k BASIC would cut it simply because of speed. This game looks fairly action oriented. C or newprog would probably do nicely though. :)

* pimathbrainiac doesn't know C or Newprog...

oh well, it was just an idea!
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Offline Keoni29

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Re: VVVVVV
« Reply #67 on: March 01, 2013, 10:54:06 am »
There you go. 8x8 sprites and tiles. The little outline effects on the blocks adds a huge depth to the graphics. You don't need to use multiple tiles for each type of block. Simply draw lines on the outside of the blocks. You gotta write a little algorithm for this. At the beginning of each room it runs the algorithm and then draws the tiles and the lines to the back buffer. Every step you copy the back buffer to the screen buffer and draw the sprites again. Then you can clear the screen and it loops back trough your code.

Edit: Here are the hex codes for them:
Captain animation:
[3C6A3C183C5A2424] frame 1
[3C6A3C187E3C2424] frame 2

Spikes:
[0000000000245AC9] facing up (there are commands that allow you to flip them around)

Tiles:
[8811224488112244] (You can clearly see this hex code represents a pattern of evenly spaced lines)

Flip gravity lines:
[000000FF00000000] or [00000000FF000000]
Have fun!

EDIT: fixed a mistake I made!
« Last Edit: March 03, 2013, 09:03:27 am by Keoni29 »
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #68 on: March 01, 2013, 05:11:04 pm »
Thank you dude!!!

* pimathbrainiac can't sprite for his life...

Are these for white-on-black sprites?
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Offline Keoni29

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Re: VVVVVV
« Reply #69 on: March 01, 2013, 07:03:28 pm »
Invert them to be white on black (or simply NOT the hex string)
Edit: oops forgot the checkpoint. From memory and to hex:
[000018202018005A]
« Last Edit: March 01, 2013, 07:08:30 pm by Keoni29 »
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Offline Sorunome

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Re: VVVVVV
« Reply #70 on: March 01, 2013, 09:20:01 pm »
Those sprites are looking a lot better IMO, nice job Keoni29!

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Offline Keoni29

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Re: VVVVVV
« Reply #71 on: March 02, 2013, 03:38:43 am »
Thank you. You might wanna check these hex codes. I converted the sprites by hand.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #72 on: March 03, 2013, 12:06:23 pm »
* pimathbrainiac won't make much progress this week... just a heads up

Stupid schoolwork...
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #73 on: March 05, 2013, 02:54:13 pm »
Sooooo... My engine was made REALLY slow due to a ton of "OR" statements I added, so no screenies yet D:

However, I have some new levels and Kenoi's graphics implemented, so I will get a screenie in soon (If I can get one in before TI-Concours)
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #74 on: March 05, 2013, 03:48:25 pm »
Those sprites looks very nice and I think it will definitively fit well in the game. My only worry was that I watched a tool-assisted speedrun of the Commodore style version of the game and the levels seemed ridiculously large! O.O The calc version definitively needs to be toned down lol, because that would be 650 rooms otherwise. :P

http://plixoft.com/images/VVVVVV%20map.png
« Last Edit: March 05, 2013, 03:52:46 pm by DJ_O »