Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
 Welcome to our latest new user Defilus ! (Registered 2024-10-04) You are not logged in - nap
CSDb User Forums


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.
 
... 55 posts hidden. Click here to view all posts....
 
2010-08-01 21:55
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...
2010-08-01 22:44
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
2010-08-01 23:29
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

2010-08-02 20:54
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.
2010-08-02 22:35
STE'86

Registered: Jul 2009
Posts: 274
you actually think that works well?

honestly?
2010-08-02 23:44
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
2010-08-02 23:51
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
2010-08-03 07:14
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
2010-08-03 08:02
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
2010-08-03 10:20
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 ;)
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
rambo/Therapy/ Resou..
The Human Co../Maste..
REBEL 1/HF
ccr/TNSP
Hairdog/BOOM!^Dream
Exile/Anubis
Alakran_64
Freeze/Blazon
Critikill (CK)/S16 ^..
Holy Moses/Role
et1999cc/HF/MS
aegis/ascraeus/r3turn
Ax!s/Onslaught - TND
spider-j
Hagar/The Supply Team
zzarko
Guests online: 108
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Coma Light 13  (9.7)
4 Edge of Disgrace  (9.6)
5 Mojo  (9.6)
6 Uncensored  (9.6)
7 Wonderland XIV  (9.6)
8 Comaland 100%  (9.6)
9 No Bounds  (9.6)
10 Unboxed  (9.5)
Top onefile Demos
1 Layers  (9.6)
2 Party Elk 2  (9.6)
3 Cubic Dream  (9.6)
4 Copper Booze  (9.6)
5 Rainbow Connection  (9.5)
6 It's More Fun to Com..  (9.5)
7 Morph  (9.5)
8 Dawnfall V1.1  (9.5)
9 Onscreen 5k  (9.5)
10 Daah, Those Acid Pil..  (9.5)
Top Groups
1 Booze Design  (9.3)
2 Oxyron  (9.3)
3 Performers  (9.3)
4 Nostalgia  (9.3)
5 Censor Design  (9.3)
Top Crackers
1 Mr. Z  (9.9)
2 Antitrack  (9.8)
3 OTD  (9.8)
4 S!R  (9.8)
5 Fungus  (9.7)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.045 sec.