therealbountybob, 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
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