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Marko

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22nd September, 2010 at 09:41:53 -

I'm "game" for any stipulations

 
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Hagar

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You've Been Circy'd!Teddy Bear
22nd September, 2010 at 13:28:52 -

Not too sure on the music front, but at a push I could probably persuade my friend to make me some mad notes!

I would keep the rules fairly simple like like a sprite size limit, palette size (either fixed for whole screen or so may colours out of the palette for sprites and backdrop and sprites) and so many on screen sprites.

The sound rules also need clearing up too

@Phred : I own a Dragon 32, the UK clone of the Tandy CoCo btw

 
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Eternal Man [EE]

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22nd September, 2010 at 14:45:16 -


Originally Posted by AndyUK
How about this for the palette.

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This palette (the same as the Nes/Famicom) and you must define two palettes of 8 colours. One for background tiles one for sprites/active objects.



That's a great palette! With two defined palettes and a 4 colour limit on each unique tile, a max tile size, and resolution and we're go!

About the music, just give bonus-points for original music. A link to a good freeware music program would be nice (perhaps Musagi? Haven't tried it though... http://www.drpetter.se/project_musagi.html ). For sound effects I'd recommend SFXR ( http://www.drpetter.se/project_sfxr.html ), it's super-easy and really powerful.

 
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Fish20



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22nd September, 2010 at 21:36:37 -

Famitracker is a good one: http://famitracker.shoodot.net/

 
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AndyUK

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23rd September, 2010 at 02:06:49 -

Ah ok about sound. Ive actually forgotten the password for my webspace. I was going to upload some Chiptune IT files ive made and some samples for music. I can use a free upload service I guess.

But the general rules about music will be no more than 4 channels with any noise you can rip from any 8 bit music. Or just use some from my sample pack which wont be brilliant but will have some to get you started if you want to make your own

I recommend Modplug tracker, it's dead easy to use.

http://www.mediafire.com/download.php?c95phqas8aat9wm
Some samples, mostly percussion noises and some of my own IT Mods you are welcome to use although i'm not a great musician by any means.



 
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AndyUK

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23rd September, 2010 at 02:32:25 -

I'm not sure about tile limits yet because I want it to be a challenge without making the games look crap. Too many and it wont be an issue and too few will make the games look repetitive.

does 32 unique background objects at 16x16 and 16 unique active objects at 16x16 sound good to everyone?
With no limitation on animations so long as you keep to the same pallete.

Oh and your palette and tiles can change each frame (or if you use an external level editor/loader every level.) of course.

Also lets say any text you use doesn't count towards the tile limit because that would eat up loads of it. Ive ripped text from various games using an emulator which I'll upload.

Edited by AndyUK

 
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tetsuya_shino



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23rd September, 2010 at 15:03:24 -

I like the idea of this and might join in.

If you want something that is limiting but looks good, why not just use the real Nes's specs/limits?
I think you might be giving yourself a headache trying to make up a fake 'nes-like' system, when mimicing the real thing might just be faster and easier. =]

 
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Phredreeke

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23rd September, 2010 at 15:37:00 -

Sure, if you figure out a way to enforce the 8 sprites per scanline limit

 
- Ok, you must admit that was the most creative cussing this site have ever seen -

Make some more box arts damnit!
http://create-games.com/forum_post.asp?id=285363

Strife

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23rd September, 2010 at 17:28:14 -

So the 16x16 grid is pretty much set in stone? What about 24x24? (It fits pretty nicely with 320x240 resolution games vertically, while 16x16 fits well horizontally.)

 

Jon Lambert

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23rd September, 2010 at 17:33:18 -


Originally Posted by PhizzyPhan69
Sure, if you figure out a way to enforce the 8 sprites per scanline limit

Run a fastloop and check the number of objects in the scanline region of the loop index, and if it exceeds 8, either pick one at random and destroy it/invisible it, or have a list of the order in which each object was created and destroy or invisible the oldest or newest?

 
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Strife

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23rd September, 2010 at 17:42:28 -


Originally Posted by Jon Lambert

Originally Posted by PhizzyPhan69
Sure, if you figure out a way to enforce the 8 sprites per scanline limit

Run a fastloop and check the number of objects in the scanline region of the loop index, and if it exceeds 8, either pick one at random and destroy it/invisible it, or have a list of the order in which each object was created and destroy or invisible the oldest or newest?



Simulated sprite flicker actually sounds pretty cool. Give us bonus points if we pull it off realistically.

 

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23rd September, 2010 at 21:54:04 -

I'm so down for this. I've been waiting for this competition!

 
Your just jealous that you're not as awesome as me.
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OMC

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23rd September, 2010 at 22:40:54 -

Better get the stipulations hammered down before it dies again!

 

  		
  		

Watermelon876



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24th September, 2010 at 00:26:51 -

I have to agree with Ricky. One thing that I don't like about this compo is that it is more of an assets challenge than a programming challenge. Also, I don't believe that you should revive this old compo. It just won't be the same...

 
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AndyUK

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24th September, 2010 at 01:28:33 -

@Ricky,
I just can't see why that would fit with the whole concept to be honest. Code would only be a problem with fitting stuff into memory. Graphics and sound always take up more space than code.

@Strife,
No it's not set in stone. 16x16 is pretty small for 320x240 isn't it? It's probably best to use 320x240 if anything smaller will cause screen size issues on some people's PC's. so yeah 24x24 size objects is fine.
I might have misunderstood your use of the word 'grid' but it's not limited to grid movements, alright?

@tetsuya_shino,
Well yes it may be faster to just go for the Nes, however the thing is there were an absolute ton of 8 bit machines and they all had really interesting quirks limiting what the games looked like. I'm a bit sick of seeing people make Nes lookalikes. To be quite honest with you the Nes's graphics are awful. It's the games that made it great.
I'm hoping it might be fun pretending to be a 1st or even 3rd party developer for an underdog system instead of making games for the sake of nostalgia. Which I for one have none for for the Nes. I'm an Amstrad CPC fanboy and to a lesser extent Sega Master system.

I'm all for Simulated sprite flicker but don't think you have to include it.

 
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