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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 :

Image
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).
pirates-6.png
pirates-6.png (3.73 KiB) Viewed 539 times


Shark-Man versus a Voodoo witch...
pirates-7.png
pirates-7.png (9.08 KiB) Viewed 538 times


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)...
pirates-8.png
pirates-8.png (3.39 KiB) Viewed 514 times
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?
sprint2.png


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.
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 ;)
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.
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.
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.
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.
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 !
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...?).
sheet_blackbeard-WIP.png
sheet_blackbeard-WIP.png (2.24 KiB) Viewed 595 times



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)
barbarian.png
barbarian.png (6.04 KiB) Viewed 595 times
Marcus Tue May 12, 2015 3:42 pm
.. Barbarian!!!!!!!!!!

Awesome.
:mrgreen:
jonnection Tue May 12, 2015 5:18 pm
"Port-au-Kombat"

Ok. I'll stop now. I promise ;-)
clement Tue May 12, 2015 7:50 pm
Just for fun.

Image

--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 :
  • 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 :
Image

And the game :
Image
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.

Image

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...