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Forums > CSDb Discussions > Games in demo-quality?
2006-07-06 11:34
Bamu®
Account closed

Registered: May 2005
Posts: 1332
Games in demo-quality?

Does anybody know games in demo quality?
Shouldn't it possible to create simple puzzle games that reach the demo-level?
 
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2018-02-01 17:58
Jammer

Registered: Nov 2002
Posts: 1335
Nooo, those FLI candybar platforms rule! ;(

Speaking of aforementioned Lemmings - I believe characters can be actually sprite based - sprite multiplexer and clever dynamic horizontal distribution of sprites in each row should do the trick. Some flickering is probably unavoidable but, still, C64 deserves full fledged edition :D
2018-02-01 18:50
PopMilo

Registered: Mar 2004
Posts: 146
Quote: @Oswald: Ok, I'll change it to char mode then. ;)

And yes, FLI + VSP is not impossible, but the sprite multiplexing is already some of the most advanced code I've ever done, so probably impractical. Plus you have to deal with all the VSP haters. ;)


Great work Cruzer !

What parts of screen are sprites ?
2018-02-01 18:57
Cruzer

Registered: Dec 2001
Posts: 1048
These parts:
2018-02-01 19:04
Oswald

Registered: Apr 2002
Posts: 5086
aha, thats why I couldnt decide if its hires or multicolor :) very clever. the sprites add much more currenty than the fli itself.
2018-02-01 19:29
Digger

Registered: Mar 2005
Posts: 427
It's such a demopart Cruzer. I can't believe you've "wasted" all these sprites to ONLY mask off the artifacts :D
2018-02-01 21:35
Smasher

Registered: Feb 2003
Posts: 519
wow! really cool, congratz! also the minirobotbugjumpingthing is very cute!
2018-02-01 23:17
Cruzer

Registered: Dec 2001
Posts: 1048
@Oswald: Yeah, I'm also trying not to overuse the FLI and be like "look at all these colors I can have everywhere." I think the result will be better if I only use it where there's actually a need for a lot of colors closely together. Could I have gotten a good result with only bitmap and sprites? Probably, but that would have been too easy and therefore not motivating. :)

@Digger: But mostly they aren't wasted at the lines where enemies will appear, i.e. on top of platforms. So if the multiplexer works as I hope, it will be possible to have both.

@Jammer: Yes, the C64 definitely deserves a full version of Lemmings, or at least a fullscreen version. A combo of sprites and bobs would probably be the best solution. I would also cap the number of lemmings at a number where the C64 could keep up, as well as designing the levels to make sure they were spread out over as much Y-area as possible to optimize multiplexing.
2018-02-02 05:30
Oswald

Registered: Apr 2002
Posts: 5086
multiplexed lemmings? nah, there can be easily more than 8 in a row.
2018-02-02 07:45
ChristopherJam

Registered: Aug 2004
Posts: 1408
Ah, very nice sprite usage on those rounded background elements.

Oswald: I'm assuming the sprite lemmings are just to take some of the load off the BOB lemmings.

I've used a mix of sprites and bobs for an as yet unreleased demo part, but in my case there were only a few instances of too many sprites on one line that I needed to deal with.
2018-02-02 08:11
Jammer

Registered: Nov 2002
Posts: 1335
Quoting Oswald
multiplexed lemmings? nah, there can be easily more than 8 in a row.


You didn't get the idea obviously? Figuring out densest lemming crowds, grouping them, placing sprites there and writing data into sprites on the fly ;) Hence dynamic placed sprites are only matrix for lemmings' bobs ;)
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