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Mockups & ideas for future games
clement Sun May 10, 2015 6:56 pm
I have , use your Pirates sprites in Stick fighter engine.
This is the Mock :

This is the Mock :
Jerom Sun May 10, 2015 7:45 pm
@clement: awesome :)
Well, now, I should work on the animations!
... I should take this Stick Fighter spritesheet viewtopic.php?f=13&t=3096&start=10#p8932 as a reference , right?
Edit: More characters!!
A monkey (with a canon & bananas) versus a female pirate (yeah, to my surprise, female pirates were a common thing).
Shark-Man versus a Voodoo witch...
Undead Pirate (he has a bottle of rhum in his right hand) versus a dwarf pirate (the chest might be used as a temporary shield)...
Well, now, I should work on the animations!
... I should take this Stick Fighter spritesheet viewtopic.php?f=13&t=3096&start=10#p8932 as a reference , right?
Edit: More characters!!
A monkey (with a canon & bananas) versus a female pirate (yeah, to my surprise, female pirates were a common thing).
Shark-Man versus a Voodoo witch...
Undead Pirate (he has a bottle of rhum in his right hand) versus a dwarf pirate (the chest might be used as a temporary shield)...
Quirby64 Mon May 11, 2015 2:38 am
Jerom wrote:Quirby64 wrote:Mind if I could do a request for the Atari game Sprint 2? (http://en.wikipedia.org/wiki/Sprint_2)
something like this?
Neat! Certainly better than my attempts. And thanks for doin it.
clement Mon May 11, 2015 12:07 pm
@Jerom
Yes you can start by this spites sheet, but it s not necessary.
My game engine manage 2 sprite by state.
A state is : idle, kick, jump, run .....
we can add or remove state.
In stick fighter I've 2 sprites only for IDLE and run state.
These two sprite are a repeated pattern all the time of the state
moreover I think for this game jump is useless (because character are very big).
but we need a character selection screen and a level selection screen.
Yes you can start by this spites sheet, but it s not necessary.
My game engine manage 2 sprite by state.
A state is : idle, kick, jump, run .....
we can add or remove state.
In stick fighter I've 2 sprites only for IDLE and run state.
These two sprite are a repeated pattern all the time of the state
moreover I think for this game jump is useless (because character are very big).
but we need a character selection screen and a level selection screen.
Jerom Mon May 11, 2015 2:03 pm
clement wrote:we need a character selection screen and a level selection screen.
How many characters your engine could handle? At the moment, I have ~14 characters (each one should have 1 or 2 unique attacks/moves). And possibly as many background images. I will select probably less than 10 tho...
clement Mon May 11, 2015 2:40 pm
Now, only one for Player 1 and one for player 2 :o
But it's not difficult to modify this ! :P
if all characters have same attacks, only the gambino limit of 30k, limited me.
The engine need to be updated for get sprite by type.
It's same for the background. Now I manage one background.
But it's possible to define most and select 1. (not a big change)
My English is bad, if you don't understand, I can explain in French ;)
But it's not difficult to modify this ! :P
if all characters have same attacks, only the gambino limit of 30k, limited me.
The engine need to be updated for get sprite by type.
It's same for the background. Now I manage one background.
But it's possible to define most and select 1. (not a big change)
My English is bad, if you don't understand, I can explain in French ;)
Jerom Mon May 11, 2015 6:46 pm
That's OK Clement, I have understood what you said ^^
I'll start to study closer your code and see what can I do.
Now that I have finished all the characters (frankly I'm running out of ideas), I'll do 2-frames animations (Battle Arena Toshinden was a Gameboy fighting game using blades & swords. These characters spritesheets might be helpful.
I'll start to study closer your code and see what can I do.
Now that I have finished all the characters (frankly I'm running out of ideas), I'll do 2-frames animations (Battle Arena Toshinden was a Gameboy fighting game using blades & swords. These characters spritesheets might be helpful.
clement Mon May 11, 2015 9:07 pm
I create a repository in Git hub with the modfied Engine :
https://github.com/Clement83/Pirates/
The game is not playable yet.
https://github.com/Clement83/Pirates/
The game is not playable yet.
erico Mon May 11, 2015 9:15 pm
Since the theme is more or less a watery one... a crab or an octopuss character might add to the roster. ;)
They are all pretty fabulous so far, would love to see them moving about.
They are all pretty fabulous so far, would love to see them moving about.
Jerom Tue May 12, 2015 9:04 am
clement wrote:I create a repository in Git hub with the modfied Engine.
That's nice, thx! I'll create a forum thread once I'll have some animations done.
I also have to coin a title more original than "Super Pirates Fighter"...
I have some ideas about it tho:
- Buccaneer Blades
- Swords of the Sea Wolves
- Clash of the Pirates
- Pirate Duel Arena
...?
erico wrote:Since the theme is more or less a watery one... a crab or an octopuss character might add to the roster.
I have already made an octopus here ;) ... but a giant crab could be nice too!
clement Tue May 12, 2015 10:38 am
I vote for "Swords of the Sea Wolves" :)
Yesterday I've work for integrate many sprites, and I think we have a problem.
I create a big sprite sheet 128px * 128px and this take a lot of memory, and they can just manage 16 sprites (30px*30px).
And each of this state need a mask for the management of the transparency
If we have 14 Characters with 10 states, all states have 2 sprites, and each sprite have a sprite mask, I assume the max sprite size is 30px*30px
I need a sprite sheet 14*10*2*2*30 = 16800 px * 30px.... hummm
I should test to load sprite directly from SD card.
Yesterday I've work for integrate many sprites, and I think we have a problem.
I create a big sprite sheet 128px * 128px and this take a lot of memory, and they can just manage 16 sprites (30px*30px).
And each of this state need a mask for the management of the transparency
If we have 14 Characters with 10 states, all states have 2 sprites, and each sprite have a sprite mask, I assume the max sprite size is 30px*30px
I need a sprite sheet 14*10*2*2*30 = 16800 px * 30px.... hummm
I should test to load sprite directly from SD card.
jonnection Tue May 12, 2015 12:36 pm
How about
"MortArr!Kombat"
"Super Scallywag Fighters"
"VirtuArr! Fighters"
"King of Blighters"
"Bilge Bash"
"Super Scurvy Bros"
"Super Seamen Showdown"
...I love the graphics and the concept. Outstanding work !
"MortArr!Kombat"
"Super Scallywag Fighters"
"VirtuArr! Fighters"
"King of Blighters"
"Bilge Bash"
"Super Scurvy Bros"
"Super Seamen Showdown"
...I love the graphics and the concept. Outstanding work !
Jerom Tue May 12, 2015 3:33 pm
@jonnection : great suggestions ^^ Now, it's difficult to pick the best...
@clement: well, considering the different sizes of the characters (and thoses weapons will need more larger sprites than usual), I think 30*30px sprites is too small....
unless I redesign all the characters at a smaller scale (but frankly, the design will be less interesting). We can forget the backgrounds tho.
We should pick less than 10 moves maybe, and select few characters (4,6...?).
New demake mockup... Barbarian is the first videogame I have ever seen (~1991 I think) #nostalgia
... Clement: maybe your engine could manage this game more easily? (entire Amiga spritesheet there)
@clement: well, considering the different sizes of the characters (and thoses weapons will need more larger sprites than usual), I think 30*30px sprites is too small....
unless I redesign all the characters at a smaller scale (but frankly, the design will be less interesting). We can forget the backgrounds tho.
We should pick less than 10 moves maybe, and select few characters (4,6...?).
New demake mockup... Barbarian is the first videogame I have ever seen (~1991 I think) #nostalgia
... Clement: maybe your engine could manage this game more easily? (entire Amiga spritesheet there)
Marcus Tue May 12, 2015 3:42 pm
.. Barbarian!!!!!!!!!!
Awesome.
:mrgreen:
Awesome.
:mrgreen:
jonnection Tue May 12, 2015 5:18 pm
"Port-au-Kombat"
Ok. I'll stop now. I promise ;-)
Ok. I'll stop now. I promise ;-)
clement Tue May 12, 2015 7:50 pm
Just for fun.

--edit
@Jerom
If I valid the load of all sprite from SD, you could do all sprites you want .
But I fear for the ram.
In my test all sprites are in progmem,With the technique of loading from SD, I will manage only 4 sprites in same time, but I'll have to put it in ram.
--edit
@Jerom
If I valid the load of all sprite from SD, you could do all sprites you want .
But I fear for the ram.
In my test all sprites are in progmem,With the technique of loading from SD, I will manage only 4 sprites in same time, but I'll have to put it in ram.
Jerom Fri May 15, 2015 12:59 pm
clement wrote:If I valid the load of all sprite from SD, you could do all sprites you want .
really? awesome :)
clement wrote:But I fear for the ram.
In my test all sprites are in progmem,With the technique of loading from SD, I will manage only 4 sprites in same time, but I'll have to put it in ram.
2 sprites/player 1 (outline + mask)
2 sprite/player 2 (outline + mask)
1 sprite/background+HUD
... yeah, well there will be a problem :/
clement Fri May 15, 2015 6:57 pm
Test RAM => KO
Test FLASH => KO
:(
But I found a solution.
I create 1 .hex for the game menu, and N .hex for the game .
for exemple 1 .hex for each background.
The game menu lunch other .hex according to the selection chosen by the player.
the limit of this solution :
Benefit
I start with the game menu and 1 background.
Test FLASH => KO
:(
But I found a solution.
I create 1 .hex for the game menu, and N .hex for the game .
for exemple 1 .hex for each background.
The game menu lunch other .hex according to the selection chosen by the player.
the limit of this solution :
- Only 2 fighters by backround (or by .Hex) (but we can't add more)
- Loading between game menu and fight.
- Multiplayer Game seems dificult to implement
Benefit
- No limite for Characters
- No Limite for Environement (1 for 2 Charater max)
- Special blow are simpler to implement
- Multiplayer Game seems dificult to implement, but not impossible
I start with the game menu and 1 background.
clement Sat May 16, 2015 9:58 pm
I work on the game menu :

And the game :

the gray in real hardware is better
I make a new engine explode in multiple .hex. they communicate with file in the SD card
The game have not gameplay yet.
I post binary on Git hub :
https://github.com/Clement83/Pirates/archive/master.zip
And the game :
the gray in real hardware is better
I make a new engine explode in multiple .hex. they communicate with file in the SD card
The game have not gameplay yet.
I post binary on Git hub :
https://github.com/Clement83/Pirates/archive/master.zip
jonnection Sun May 17, 2015 6:40 am
Hi Clement
Because I am also running out of program space, I will also split my game into 6 .HEX files (loader+5 episodes). Each episode will in turn load the loader when you exit them. Selecting "Exit Game" will load the Gambuino loader.

I just wanted to show you my version of the same thing.
Because I am also running out of program space, I will also split my game into 6 .HEX files (loader+5 episodes). Each episode will in turn load the loader when you exit them. Selecting "Exit Game" will load the Gambuino loader.
I just wanted to show you my version of the same thing.
clement Sun May 17, 2015 4:47 pm
@jonnection : Cool ! I can't wait to test your games
Blackstripe Sun May 08, 2016 11:31 am
Starfox - Demake would be cool^^
Attachments: Starfuino (2).jpg (not archived)
superfreaky Sun May 08, 2016 5:04 pm
I think there might be too much fast motion for the screen to handle...