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Spitznagl

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25th March, 2009 at 14:03:01 -

Soo true! I knew I had seen somthing like that before. Thanks

 
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AndyUK

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25th March, 2009 at 19:58:15 -

Thanks guys.
Has anyone else done anything yet?

 
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OMC

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25th March, 2009 at 20:17:08 -

< <
♪o
 


Edited by OMC

 

  		
  		

Liquixcat

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26th March, 2009 at 06:25:29 -

Wow Andy, that's a really nice looking game. Very nostalgic.

 
thinking is like pong, it's easy, but you miss sometimes.

AndyUK

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28th March, 2009 at 21:44:44 -

I actually based the graphics on the Amstrad cpc version of Titus the fox. Don't know how many are familiar with the game. But the graphics are very good for the humble ol' Amstrad cpc. The pallete for the '8-bit console' is actually the same as the Amstrad's pallete too and it has it's own double width pixel mode so it's good to look to for inspiration.

Image

Edited by AndyUK

 
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Spitznagl

Cabinetmaker

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The SpinsterVIP MemberHas Donated, Thank You!Picture Me This Round 29 Winner!Picture Me This Round 31 Winner!Picture Me This Round 36 Winner!
31st March, 2009 at 05:42:41 -

Here's what I did so far!
Image

I'm actually putting all my time in the level editor for now(nearly finished), so the graphics are at beta stage.
I wanted to make a 8-bit game at first, but I can't come up to something good with this palette. There's not even a gray, and personally, I need many shades. So this is gonna be for the home computer.

As for the actual game; aside from the frames generating, the player movements is all I've coded, and I haven't really planned on the exact goal of the game. That bird's probably going to be harmless though, with the game play somehow focussing on dodging

"Features"
Level editor:
-Supports background, foreground and actual surfaces
-Tiles rotation and flipping
Platform movement:
-Exact 16 pxls jump
-Slopes climbing

 
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AndyUK

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31st March, 2009 at 20:38:28 -

Aha! fantastic stuff.
Yeah the 8 bit palette isn't great, however there is a grey in there. Look at the center of the image i posted.

I'm actually currently working on two games myself, but i thought no one was actually interested since there were very few posts. I guess you guys are just busy working on games
I asked Rikus to make a front page news post for the competiton but ive not had a reply to the dcmail i sent yet...

keep up the good work guys.

 
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Spitznagl

Cabinetmaker

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3rd April, 2009 at 19:21:59 -

Question: Do you want invisible detectors to count in the object limit?

 
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Neuro

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3rd April, 2009 at 19:26:38 -

I'm desperate to join this competition, but I don't have any time for it D: and I have so many ideas to choose from...

Those graphics are looking awesome, AndyUK.

 
n/a

AndyUK

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3rd April, 2009 at 21:14:10 -

Ive got a bit of a problem though, my game is never going to come under 1mb lol silly me.
Oh to answer your question no, invisible objects dont count

Edited by AndyUK

 
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Xhunterko



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4th April, 2009 at 06:35:15 -

Here's some inspiring mockups for the Game boy for you guys to learn from. I was unable to participate cause I hadn't joined at the time. But there is some nice stuff in this challenge.

http://www.wayofthepixel.net/pixelation/index.php?topic=5016.0

Plus, if you look hard enough there, you'll find plenty of retro style posts to get tips and info from. It's not that hard to get nice looking graphics Andy.

 
All platforming problems can be mostly solved here:

http://www.clickteam.com/mbfiles2/277308-engine.zip
http://www.angelfire.com/games5/psywakd/platform.gam
www.zephni.com

These are very excellent examples by other people and are very informative.
Image

I work at the speed of "maybe".

Coming Soon: Diary Of An Indie Developer
http://www.youtube.com/watch?v=XaF6H9MrgH8

Twitter:
http://twitter.com/xhunterko

AndyUK

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4th April, 2009 at 22:16:03 -

Well, i did mean I found it hard to make good graphics with double pixel width and that specific pallete.
If the guys are pixelation have a forum with those specs I'll find it more useful.

Yeah also it's easy when you have the talent.

 
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RedEnchilada

formerly RedEchidna

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5th April, 2009 at 00:33:53 -


Originally Posted by AndyUK.Sprites cannot contain more than 4 colours


Does this mean just per sprite, or can the game only show four colors at a time?

 
http://www.youtube.com/watch?v=WYrSD35vHo4
woooooooooooooooooaah maaaaaaaaaaaaaaaaaaaaan

AndyUK

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5th April, 2009 at 00:51:46 -

it means each sprite can have 4 colours from the 8 or 16 chosen from the palette in the PNG image ive linked to.

 
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RedEnchilada

formerly RedEchidna

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5th April, 2009 at 01:38:47 -

Oh, ok.

I'll probably only use four or so colors anyway. Makes it feel more old-school.

Edited by RedEnchilada

 
http://www.youtube.com/watch?v=WYrSD35vHo4
woooooooooooooooooaah maaaaaaaaaaaaaaaaaaaaan
   

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