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Best grafic game?


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#1  

    Star Raider

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Posted Mon Jan 4, 2010 11:39 AM

Can anybody tell me how is do it graphics in Henry House? Its really amazing work with colors, animations and sound together.

I know that in Grafics 15 I become 4 colors + 4 next colors of PMG (but only in 8 pixels row)

I think that the figure is from 4 PMG, but what the others things in game screen?? any analyse pls? Thx.

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  • Attached Image: henry_house_2.jpg
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  • Attached Image: henry_house_4.jpg

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#2  

    Chopper Commander

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Posted Mon Jan 4, 2010 11:47 AM

Character mode (5 colors) + DLI rastercolors.

#3  

    Star Raider

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Posted Mon Jan 4, 2010 12:50 PM

Do you mean GR12 where is I think 5th color (poke 711?) And how work the animations?

#4  

    Quadrunner

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Posted Mon Jan 4, 2010 1:43 PM

Henry House is one of the good examples of a colorfull plattformer on the a8... it uses DLIs and the bigger palette to make the screens nicer plus uses the PMs for enhancing the screens or using them as enemies. and the animation is done via flipping through different fonts or by coping animation faces into the desired chars or what do you mean exactly?

HH also mixes different graphics modes in the title screen which is nice...

#5  

    Star Raider

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Posted Mon Jan 4, 2010 2:41 PM

ROOM 2 Analysis

Player 4 colors

0.Black (background)
1.blue
2.skin
3.brown

1st row level
0. Black
1.White
2.Red
3.light red
4.Yellow

2nd row level
0.Black
1.light gray
2.dark gray
3.pink
4.white

3thr level...

ok...and the question

how is work the player figure and other action figure? ( in Room 1 the ball head that flashing) is this via PMG or how??

Thx.

#6  

    Quadrunner

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Posted Mon Jan 4, 2010 3:12 PM

yes... player and heads are definitly hardware player/missles...

#7 ONLINE  

    River Patroller

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Posted Mon Jan 4, 2010 9:40 PM

Yep. Thats definitely colorful.. too bad the ol' atari vs c64 thread is locked down.. heheh...

#8  

    Stargunner

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Posted Tue Jan 5, 2010 2:19 AM

View PostMEtalGuy66, on Mon Jan 4, 2010 9:40 PM, said:

Yep. Thats definitely colorful.. too bad the ol' atari vs c64 thread is locked down.. heheh...

Pretty sure that one was in there waving the A8 flag ;) It's like some of us argued in that thread (yes, despite someones ranting we weren't all C64 loving fanboys), the A8 isn't as bad as a lot of people see it and with some thought and a bit more work you can (obviously, here's proof) do things that look quite far from the A8 "norm".


Pete

#9  

    River Patroller

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Posted Tue Jan 5, 2010 5:29 AM

View PostPeteD, on Tue Jan 5, 2010 2:19 AM, said:

View PostMEtalGuy66, on Mon Jan 4, 2010 9:40 PM, said:

Yep. Thats definitely colorful.. too bad the ol' atari vs c64 thread is locked down.. heheh...

Pretty sure that one was in there waving the A8 flag ;) It's like some of us argued in that thread (yes, despite someones ranting we weren't all C64 loving fanboys), the A8 isn't as bad as a lot of people see it and with some thought and a bit more work you can (obviously, here's proof) do things that look quite far from the A8 "norm".

Pete
:evil:

Seriously, is there anything more to add to paladinia's analysis (of room 2) ? I'm only exerimenting in Turbo-Basic but this and the Last Ninja analysis is useful stuff :thumbsup:

Do any of you have any documents/templates useful when designing games (esp. graphics) that you can share :?: I'm thinking something like a chart of ataskii characters/PL/M/items/uses/interactions etc ideally when using multiple font animations and PMG images. Any other tips :?: (I have books with standard ataskii charts; if this doesn't make any sense let me know and I'll try and explain it better).
Cheers

#10  

    River Patroller

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Posted Tue Jan 5, 2010 5:32 AM

View PostPeteD, on Tue Jan 5, 2010 2:19 AM, said:

View PostMEtalGuy66, on Mon Jan 4, 2010 9:40 PM, said:

Yep. Thats definitely colorful.. too bad the ol' atari vs c64 thread is locked down.. heheh...

Pretty sure that one was in there waving the A8 flag ;) It's like some of us argued in that thread (yes, despite someones ranting we weren't all C64 loving fanboys), the A8 isn't as bad as a lot of people see it and with some thought and a bit more work you can (obviously, here's proof) do things that look quite far from the A8 "norm".


Pete


Good morning (in Western Coast of Europe: Portugal).
Totally, 100% agree!
That's my feelings and ideas/work to prove/show LastNinja on A8.

A nice day to all!
josé Pereira.

#11  

    Stargunner

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Posted Tue Jan 5, 2010 7:46 AM

View Posttherealbountybob, on Tue Jan 5, 2010 5:29 AM, said:



Seriously, is there anything more to add to paladinia's analysis (of room 2) ? I'm only exerimenting in Turbo-Basic but this and the Last Ninja analysis is useful stuff :thumbsup:

Do any of you have any documents/templates useful when designing games (esp. graphics) that you can share :?: I'm thinking something like a chart of ataskii characters/PL/M/items/uses/interactions etc ideally when using multiple font animations and PMG images. Any other tips :?: (I have books with standard ataskii charts; if this doesn't make any sense let me know and I'll try and explain it better).
Cheers

Not much. Your character seems to be software sprites, as Heaven confirmed the flickering heads are PMG (presumably flickering to display more by "interlacing" which ones are displayed between frames). Basically most everything moving that has the same colours as the background is probably a software sprite, anything moving that doesn't or is mono or crosses over the background (I don't think there's a "proper" software AND/OR masking drawing routine) is a PMG.

As for designing a game I don't think I've ever used anything as an aid apart from imagination (and plenty of paper for scribbling). That might just be because I'm a terrible artist so I come up with ideas then get someone who does game graphics to make the ideas look good but within the constraints I've given them.

There's definitely a big thought process involved in porting games from similar machines such as the C64. I spent a looooong time on deciding the best way to go about Exploding Fist, about 2 weeks of changing my mind because I'd find cases where it wouldn't work the way I thought or would cause too many problems. The same with Last Ninja and I'm sure José has gone through it as well.

You need to find a way to use all the resources (or at least as many as possible) but without using all your CPU time. If you're going to HAVE to have a software sprite routine then at least use the PMGs for adding colour, be it to the sprites or the background. Work out where you can change playfield colours. A lot of A8 games seem to pick 3-4 colours + black, make them the same colour/different shades, draw something in those colours then have a DLI that changes ALL of them so the next platform or screen area is a totally different colour. It's better to pick a couple of stock colours to use as high/lowlights and change the other 1 or 2 colours per area so you get some continuity (at least that's how I think things look better). I think this game does similar, changes a colour but not all of them then a character down changes a different one. I could be wrong though, I haven't looked that closely at it.


Pete

#12  

    Star Raider

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Posted Tue Jan 5, 2010 7:57 AM

Little more details of analysing, please correct me :D

Paladina.

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#13  

    Stargunner

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Posted Tue Jan 5, 2010 8:02 AM

View Postpaladina, on Tue Jan 5, 2010 7:57 AM, said:

Little more details of analysing, please correct me :D

Paladina.

I'll try to have a look at it in the debugger later because I think the main character might be PMG when I thought from the 1st screen it was probably a software sprite using the playfield colours but that looks more unlikely from that screen.


Pete





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