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X1011 10100111001
Active Member

Joined: 14 Nov 2003 Posts: 657
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Posted: 01 Mar 2004 08:01:39 pm Post subject: |
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| DigiTan wrote: | | I'm curious to know how you'd do those gravity-defying loops in a Sonic game. The collision system is especially puzzling, since you'd be working with uphill/downhill surfaces instead of the traditional square tile. |
Maybe you could just forget about collision detecting in loops and have him move in a fixed path.
| Quote: | | Also, don't make the background so dark like in Mario. It's too hard to see. |
Try turning your contrast down, or play a different level set. |
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Jedd 1980 Pong World Champion
Elite

Joined: 18 Nov 2003 Posts: 823
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Posted: 01 Mar 2004 08:09:59 pm Post subject: |
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I play the included levels. But that wasn't my point anyway. Intead of
1111
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do
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That's probably what has already been planned on, but im just throwing out my opinion.
Btw has anyone designed any sprites yet? |
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Keith Pierce
Advanced Member

Joined: 02 Feb 2004 Posts: 411
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Posted: 02 Mar 2004 08:02:08 am Post subject: |
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I am still working on them! I have very little time with school and sports! I have been working on sonic, tails, knuckles and robotnick! All i am really doing is atleast trying to make them look have way descent! But hey i dont know!  |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 02 Mar 2004 06:25:48 pm Post subject: |
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CrASH_Man's tilemap routie is very fast ... but it requires a big buffer for tiles and pre multiplied mapdata. Also everything is vertically aligned (as they put it) because the LCD is in vertical mode. The BIG drawback is that because the mapdata is in a pre-multiplied temp array ... you can only have a maximum of 32 tiles in any map ... which is not very high if were talking Sonic . |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 04 Mar 2004 02:20:52 am Post subject: |
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| Any titlescreen ideas on the drawing board yet? |
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Keith Pierce
Advanced Member

Joined: 02 Feb 2004 Posts: 411
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Posted: 04 Mar 2004 08:06:25 am Post subject: |
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| yes I do but for some reason I am having problems converting it! Does anyone know how and if so can you help? |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 04 Mar 2004 08:37:09 am Post subject: |
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there are a few Sonic projects popping up all over the place! Yay Sonic Goodness! .
Also why are you guys worrying about the titlescreen? That should be way down in the list of priorities ..... What about the challenge of getting the scrolling engine done? |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 04 Mar 2004 06:29:47 pm Post subject: |
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| Quote: | | yes I do but for some reason I am having problems converting it! Does anyone know how and if so can you help? |
If you've got a sprite drawing utility like GStudio, you can draw the titlescreen in it, and export it like a 'giant sprite'. It also has a real good import utility. |
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Adm.Wiggin aka Tianon
Know-It-All

Joined: 02 Jun 2003 Posts: 1874
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Posted: 04 Mar 2004 08:39:29 pm Post subject: |
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its actually called CalcGS, but we wont argue about it :0x5:
anyway, it rox :D
(it also does grayscale perfectly, and map data well) |
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John Barrus
Member

Joined: 25 May 2003 Posts: 131
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Posted: 05 Mar 2004 12:30:35 am Post subject: |
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I agree with triplea - you guys should get working on the code and stop worrying about the title screen.
As for collision detection: I think I remember Joe P saying that for Metroid, he had a mask for every tile and somehow figured out collisions that way.
Speaking of scrolling and Joe P, I believe his scrolling routine for Metroid allows for scrolling 1,2 or 3 columns at a time-- so I believe that a fast and effective routine for sonic's speed can be written... |
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Keith Pierce
Advanced Member

Joined: 02 Feb 2004 Posts: 411
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Posted: 05 Mar 2004 01:13:51 pm Post subject: |
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| we have been working on that! Well i have but i have been working on the title screen off and on! |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 05 Mar 2004 04:13:43 pm Post subject: |
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| Well, for the titlescreen, I say it's best to start with the basic tasks first. But the development is totally up to Keith. I'm not absolutly sure this is right, but didn't SQURXZ use a sophisticated collison routine for sloped surfaces? Other than Metroid I can't find too many other programs that had sloped objects. |
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X1011 10100111001
Active Member

Joined: 14 Nov 2003 Posts: 657
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Posted: 05 Mar 2004 07:25:20 pm Post subject: |
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| Mario has hills. |
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Keith Pierce
Advanced Member

Joined: 02 Feb 2004 Posts: 411
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Posted: 05 Mar 2004 10:05:30 pm Post subject: |
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| yeah i dont know yet on how to do the slopes but i think i may use what sam did for mario i think that may be best! |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 14 Mar 2004 08:25:05 am Post subject: |
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| Any progress on Sonic? |
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Keith Pierce
Advanced Member

Joined: 02 Feb 2004 Posts: 411
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Posted: 14 Mar 2004 09:24:10 am Post subject: |
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| not really been putting all my programing time into chasm 2, but i hope that once chasm 2 is finished that i can work on sonic. |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 08 Apr 2004 01:39:25 pm Post subject: |
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| Gah! ... so sonic is still a go? |
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Keith Pierce
Advanced Member

Joined: 02 Feb 2004 Posts: 411
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Posted: 09 Apr 2004 12:32:13 am Post subject: |
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| u bet it is. |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 15 Apr 2004 11:32:26 pm Post subject: |
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| Any luck on a Sonic sprite? I've been trying to draw the little scamp for a while now, but I couldn't come up with anything recognisible. |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 16 Apr 2004 08:37:44 am Post subject: |
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There were Sonic Sprites in the OLD thread that were ok ... i did a Sonic Sprite test a long time ago ... but that was in GrayScale . |
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