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Helifire for Colecovision


28 replies to this topic

#26 bfg.gamepassion OFFLINE  

bfg.gamepassion

    Chopper Commander

  • 157 posts
  • Location:Lille - France

Posted Thu Nov 10, 2011 9:41 PM

View Postyouki, on Thu Nov 10, 2011 3:44 PM, said:

View PostPixelboy, on Thu Nov 10, 2011 3:24 PM, said:

View Postyouki, on Thu Nov 10, 2011 3:08 PM, said:

This version is better , i think

Posted Image

Yeah, it's better, but then you won't have any scrolling stars in the red-to-black dithered portion, not unless the star pixels are red also.

Correct, but you don't need to have it here to have good rendition of the star scrolling effect.
And if really you want, you can have it anyway... use sprites for star in that area... Even if you put 8 sprites in a row (i think you really don't need to do that, 3 star in a row is enough anyway) with flickering for the stars i think the result will be correct. Just don't put Helicopter on that row..

I won't code the stars with sprite. I really need all the 32 sprites for bullet an ennemy !! There's at minimum 10 helicopter for level 1 to 3, 4 sprites for the 2 player (2 sub + 2 shoot, wan't to do a cooperative/scoring attack game). So it let me only 18 sprites for the ennemy bullet, And this game is heavy bullet consuming :) :)

The good news : All the collision routine are coded (for 2 player simultaniously) , and i have no more slowdown, even having 32 sprites on screen. Bad news : i haven't coded the control for player 2, so it may change :D But before doing anything else, i'm tuning the attack wave to have something closest to the arcade game. It's interesting, but long die and retry process ...

#27 youki OFFLINE  

youki

    Stargunner

  • 1,077 posts

Posted Fri Nov 11, 2011 2:54 AM

View Postbfg.gamepassion, on Thu Nov 10, 2011 9:41 PM, said:

View Postyouki, on Thu Nov 10, 2011 3:44 PM, said:

View PostPixelboy, on Thu Nov 10, 2011 3:24 PM, said:

View Postyouki, on Thu Nov 10, 2011 3:08 PM, said:

This version is better , i think

Posted Image

Yeah, it's better, but then you won't have any scrolling stars in the red-to-black dithered portion, not unless the star pixels are red also.

Correct, but you don't need to have it here to have good rendition of the star scrolling effect.
And if really you want, you can have it anyway... use sprites for star in that area... Even if you put 8 sprites in a row (i think you really don't need to do that, 3 star in a row is enough anyway) with flickering for the stars i think the result will be correct. Just don't put Helicopter on that row..

I won't code the stars with sprite. I really need all the 32 sprites for bullet an ennemy !! There's at minimum 10 helicopter for level 1 to 3, 4 sprites for the 2 player (2 sub + 2 shoot, wan't to do a cooperative/scoring attack game). So it let me only 18 sprites for the ennemy bullet, And this game is heavy bullet consuming :) :)

The good news : All the collision routine are coded (for 2 player simultaniously) , and i have no more slowdown, even having 32 sprites on screen. Bad news : i haven't coded the control for player 2, so it may change :D But before doing anything else, i'm tuning the attack wave to have something closest to the arcade game. It's interesting, but long die and retry process ...

You could use easily software sprites on sub aquatic part on the screen.

#28 bfg.gamepassion OFFLINE  

bfg.gamepassion

    Chopper Commander

  • 157 posts
  • Location:Lille - France

Posted Fri Nov 11, 2011 7:02 AM

View Postyouki, on Fri Nov 11, 2011 2:54 AM, said:



You could use easily software sprites on sub aquatic part on the screen.

What do you mean by software sprite ? Characters ?

#29 youki OFFLINE  

youki

    Stargunner

  • 1,077 posts

Posted Fri Nov 11, 2011 9:19 AM

View Postbfg.gamepassion, on Fri Nov 11, 2011 7:02 AM, said:

View Postyouki, on Fri Nov 11, 2011 2:54 AM, said:

You could use easily software sprites on sub aquatic part on the screen.

What do you mean by software sprite ? Characters ?

I mean "software sprite" .. :grin: .. binary motif you "blit" where you want on screen not limited by characters boundaries.




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