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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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robozz
Registered: Oct 2003 Posts: 42 |
Interesting, I find the original sprite actually looks alot better than this new mockup. But maybe that is because I've never seen the arcade version. :)
If you're going to improve on a arcade->C64 conversion (graphic wise) why not select a game like 1942, Elevator Action or Gun Smoke instead... |
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algorithm
Registered: May 2002 Posts: 705 |
Quote: ok sounds like u have a plan. so when can we expect the initial alpha testrun?
Steve
I agree that gameplay is important. but in my opinion, it is not worth reinventing the wheel if everything looks similar
perhaps even interlaced sprites (flicker would be minimized if mixing colors with similar luma)
With the disk trackloading system and compression this should not be a problem |
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STE'86
Registered: Jul 2009 Posts: 274 |
well in all fairness the "arcade" sprite was just a de-res and auto recolour.
he could be retouched to something like this:
which is a quick lash up based on a cross between the arcade version posted and the late Joffa Smiths Spectrum version. whose sprites are admittedly closer to the arcade than the c64 ones.
anyway it does give a more "beefy" impression than the c64 ones.
Steve
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
well in all fairness the "arcade" sprite was just a de-res and auto recolor.
The arcade sprite was re sized in the x direction only, and from the 2 resulting lo-res frames (which could be interlaced) the better looking frame was used.
There was no auto recolor. Using my own judgement, I decided what pixels should be black, green or yellow.
I think the results work well.
The sprite you have designed deviates too much from the original for my liking. Black and Yellow as the 2 main colours works much better than pink. |
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STE'86
Registered: Jul 2009 Posts: 274 |
you actually think that works well?
honestly?
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algorithm
Registered: May 2002 Posts: 705 |
Quote: well in all fairness the "arcade" sprite was just a de-res and auto recolour.
he could be retouched to something like this:
which is a quick lash up based on a cross between the arcade version posted and the late Joffa Smiths Spectrum version. whose sprites are admittedly closer to the arcade than the c64 ones.
anyway it does give a more "beefy" impression than the c64 ones.
Steve
Now that looks great for a multicolor sprite. Perhaps interlaced sprites would be ok like i may have mentioned before. Flicker would not be that bad if similar intensities are mixed and would allow more players on screen etc |
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JCB Account closed
Registered: Jun 2002 Posts: |
Quote: Now that looks great for a multicolor sprite. Perhaps interlaced sprites would be ok like i may have mentioned before. Flicker would not be that bad if similar intensities are mixed and would allow more players on screen etc
How would you envisage utilising interlaced sprites? If you're flickering between 2 different sprites how would you design all the graphics? They could be anywhere on the screen over any part of the background so which intensities would produce less flicker? I can understand it working ok with a bitmap where the adjacent pixels being similar intensity would reduce flicker between the 2 frames but not free moving sprites with unknown colours.
Personally I'd much rather see something like this ported to C64. It started out as a Green Beret ripoff from what Ste tells me and he's still got all the graphics ;)
Pete |
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algorithm
Registered: May 2002 Posts: 705 |
the two sprites which produce the image would be offset 1 hirespixel, hence would be designed (or converted) same was as those mcol lace pics etc. they can be moved anywhere on screen. Yes would be nightmare to draw from scratch, but can be converted to this type of mode
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JCB Account closed
Registered: Jun 2002 Posts: |
Quote: the two sprites which produce the image would be offset 1 hirespixel, hence would be designed (or converted) same was as those mcol lace pics etc. they can be moved anywhere on screen. Yes would be nightmare to draw from scratch, but can be converted to this type of mode
I see what you're getting at now ;) When you said it would allow more players on screen I thought you meant more than there currently are but instead you're trying to enhance the resolution and just mean more than if they were hires overlaid?
Pete |
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NecroPolo
Registered: Jun 2009 Posts: 231 |
The effort of making the re-make is fully respectable.
If I may suggest, with this combined effort and attention on details, you would surely be able to create a vastly improved Green Beret II instead of Green Beret I re-make ;) |
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