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Forums > CSDb Discussions > Green Beret - Is any interested in..
2010-07-31 17:06
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
Green Beret - Is any interested in..

Is anyone interested in making a new version / conversion for the C64, as I am sure it can be done better than the original official Imagine release. The Imagine release was impressive especially the Audio which could be re-used, or conversed to use less raster time, although the graphics, and some of the playability could be much improved.

Ideas:
If the game were based on disk / cartridge, I thought it would make sense to load each level during the interlude screens.

With the extra memory, maybe it would be possible to use hires overlays on the sprites.

If the score were placed in the upper border, the playing area could be increased, to match that / be similar to that of the Arcade version.
 
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2010-08-01 14:10
cadaver

Registered: Feb 2002
Posts: 1160
There could still be some unforeseen shit happening, like a dead enemy (if you emulate that from the arcade, it would be nicer than just always turning into a skeleton) or weapon falling into a group of enemies on a lower platform, and overwhelming the multiplexer. But in that case you could flicker the objects like on NES :)
2010-08-01 14:31
algorithm

Registered: May 2002
Posts: 705
Bitmap mode would solve that problem somewhat. Or using spare characters that are not used in display to 'ora' the killed enemy onto a strip with background definitions and then plotting the new chars there etc. same for bullets.
Flickering the bullets also would not be that much of an issue if they are sprites
2010-08-01 15:03
Oswald

Registered: Apr 2002
Posts: 5086
wow, atariage forums have arrived. blabbling instead of coding is indeed very easy, a few sentences in a minute, and the game will just code itself after that.

all this overlay and graphics shit wont make the game better anyway, playability is more important than 'nice' overlayed flickering sprites.
2010-08-01 15:16
algorithm

Registered: May 2002
Posts: 705
Quote: wow, atariage forums have arrived. blabbling instead of coding is indeed very easy, a few sentences in a minute, and the game will just code itself after that.

all this overlay and graphics shit wont make the game better anyway, playability is more important than 'nice' overlayed flickering sprites.


Yes, talking about things instead of doing it is indeed easy in comparison to taking out time to actually create it, but thats not exactly rocket science is it? People here are just putting idea's together and making some time pass by with comments.

Yes, gameplay is important but if the graphics are 'better' it adds to the gaming experience
2010-08-01 16:32
STE'86

Registered: Jul 2009
Posts: 274
sorry but no matter how u look at it, you arent going to get hi res overlays. there are too many variable positioned enemies to consider wasting half your sprites on black outlines.

u say there can be 4 men in a line including yourself, well thats fine for when u are standing but what happens when u get 3 enemies on one level and u duck?

your player is 2 sprites wide when lying down

so you would suddenly go from requiring 8 sprites on a line to requiring 10. ditto when u get a green man doing a flying kick.

realistically no matter which way you come at this, it just not possible to do overlays on GB.

and once again i point out that Dave Colliers 'plexer is a serious bit of AI. he already takes into consideration how many enemies are on each level before letting guys shoot or change levels.

indeed as Pete pointed out to me last night night, when an enemy fires and there are too many sprites in a line, all that happens is that a gap the height of the bullet appears between the torso and legs of the sprites. in most 'plexers you would lose the legs off one of the sprites. like i say. serious bit of kit.

Steve
2010-08-01 16:45
The Shadow

Registered: Oct 2007
Posts: 304
2010-08-01 16:47
algorithm

Registered: May 2002
Posts: 705
The overlay layout would not need to stay the same. When the player ducks. one sprite would be x expanded and the other would somewhat be positioned in an area where details are important (eg torso section)
Unfortunately the multicolor pixel would be 4 pixels wide, but the overlay should minimize the blockiness to some extent.

2010-08-01 17:48
STE'86

Registered: Jul 2009
Posts: 274
ok sounds like u have a plan. so when can we expect the initial alpha testrun?

Steve
2010-08-01 18:15
Hein

Registered: Apr 2004
Posts: 946
I'd start without overlay too. Why focus so much on black outlines, instead make a good animation (and save that spare sprite for game play). After all, you're free to interpret Green Beret the way you want.
2010-08-01 18:52
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
I guess hires overlays would limit the game to having a maximum of 3 characters per horizontal line,
which would be no good.

Using hires on the main character, and chunky pixels on the enemy would look odd.
I've never liked that, when I see it in games.

Here’s how the lead character ‘Green Beret’ could possibly look using multi colour.

Using Black, Yellow and any 3rd colour seems the way to go.

Green - Lead character
Brown - Usual Enemy
Grey - Kung Fu Enemy
etc.

Given the choice between pink and yellow for skin colour, when it comes to Arcade games, I’ve always prefer yellow over pink.


Based on the sprite from the Arcade game. He looks like a proper Green Beret, double 'ard ;)


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