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Alias Medron
Registered: Dec 2001 Posts: 39 |
coder for new game needed!
Hi all..
I was thinking to start working again on an old game project of mine but i need to find a coder first.
the game will be a jump n shoot contra - turrican like but with better gfx and some fresh ideas..
check out this little preview and tell me what you think
Earth 3 Preview |
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... 5 posts hidden. Click here to view all posts.... |
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Cybernator
Registered: Jun 2002 Posts: 154 |
What's the difference between VSP and AGSP? What does AGSP stand for? |
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hollowman
Registered: Dec 2001 Posts: 474 |
from what i've heard vsp + linecruncher = AGSP = Any Given Screen Position |
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Oswald
Registered: Apr 2002 Posts: 5086 |
well, mayhem in char mode beats hands down fred's back with its bitmap mode. Not too long ago I was playing with the idea of writing a Zool clone, and as coder I decided that it should be an "AGSP" scroller but in char mode. You dont have the freedom of software bullets/sprites in bitmap mode, also collisions is harder to track down, you cant simply read directly the screen data to check that. Its not really the screenmode that counts, but that how clever you use it. Take a look at Mayhem and learn... |
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Alias Medron
Registered: Dec 2001 Posts: 39 |
Actually i don't care about the mode i will use in the game aslong i can use the colors i want (more that 3).. mayhem looks great indeed (and i thought it's bitmap mode)..
the thing is that the only level editor i have is the one from freds back..
if someone could help me with another editor i would be a happy man (and the coders too i guess :) |
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Alias Medron
Registered: Dec 2001 Posts: 39 |
i took a look at the metal warrior level editor.. it could be used to make some nice levels with quite some colours...
i'll give it a try.. |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Sorry, forgot about this thread; what Hollowman said, VSP is just a shunt sideways by up to 40 characters (anything goes off the right comes back on one char line down on the left) so after that screen distance a buffer flip is needed. Mayhem In Monsterland and Creatures both use it for scrolling char screens but it will work for bitmap too as long as two bitmap buffers are dedicated to it and either $d800 stays as a set colour or a good colour scroll routine is used. |
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Alias Medron
Registered: Dec 2001 Posts: 39 |
here are some sprites (newer ones that those in the preview) for the game.. http://www.geocities.com/aliasmedron/game/earth3.htm |
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Cybernator
Registered: Jun 2002 Posts: 154 |
@TMR: VSP is clear. I thought VSP and AGSP were the same thing, until you said "VSP instead of AGSP". :)
With bitmaps, wouldn't it take too much memory? I guess you can't load bitmaps continuously because you'd need quite some rastertime for the game-flow routines. Actually, one possibility is to use blocks, but you'd have to _copy_ them onto the bitmap (8 times slower than using chars). 256 4x4 blocks would take half the available RAM! As for free-directional scrolling, that would be too much for a bitmap mode, wouldn't it?
I think this is pretty limiting, and could have impact on the playability. |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Yup, you only store the active screens as bitmaps, everything else is compressed into a font and a couple of colour tables and expanded out from the tile map. Since you only have to write one column in per every X frames (depending on speed) that's 192 bytes of bitmap and 48 bytes of colour - easy enough in a frame. |
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cadaver
Registered: Feb 2002 Posts: 1160 |
As long as you're careful with modifying all relevant parts :) it's probably quite easy to modify some of the MW/BOFH/etc. editors to give 3 unique colors per char. That is if you don't want more than 256 chars... |
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