Originally Posted by Spitznagl I have some more technical questions.
1. It is mentioned that the 96x96 pxls tileset can change for every frame, but what about the actives?
2. Is there any sort of on-screen tile limit or could the entire screen be filled?
3. Is it ok to superpose multiple tiles on top of one another?
After seeing all the screenshots of what's been done so far, I'm very, VERY excited to see the outcome once the compo is finished! Best of success to you all.
I busted out my old NES emulator earlier this week because I was feeling all nostalgic...
Are we allowed to use multiple fonts? I don't want to use the same size font for both my score counter and my combo counter.
EDIT: Also, can I count tiles as 2x2? For example, this dithered tile is 32x8 for the motif used by the quick backdrop, but in reality it could be as small as 2x2:
Originally Posted by Marko Been spriting the background this evening and i'm happy so far with the progress. I decided to stick with regular arcade-style circuit racing for my game (actually, i think it would have been easier to make a more OutRun style A-to-B racer, tbh) and the game is now playable (woo!), meaning it's possible to race lap after lap. The AI cars have yet to be added, but the mini-map is pretty fancy. The HUD is very bare and hasn't been touched yet.
Compare it with the (very) early build on page 10 of this thread!
This reminds me of both Continental Circus and Pole Position.
Originally Posted by Jon Lambert Are we allowed to use multiple fonts? I don't want to use the same size font for both my score counter and my combo counter.
EDIT: Also, can I count tiles as 2x2? For example, this dithered tile is 32x8 for the motif used by the quick backdrop, but in reality it could be as small as 2x2:
So that a sample of my tileset looks like this:
I'd rather you use only one font as your 'free text'. You can still use a counter with a different font for stuff but it should really be classed as an active object.
I know its stated in the rules that no automatic rotation is allowed but...
Can i use it locked into 4 directions? I mean, i could just copy-paste-rotate into the other directions, i just don't want to do it over and over for everything
@edit: Construct doesn't have the nifty 'create rotated directions' like MMF, but you can set rotation count, thats why i'm asking
Yeah nothing wrong with having rotations. Anyone can draw different steps between angles manually. Just so long as you don't use MMF2's abilities to do smooth rotations or resizing.
Gee, I only just found out about this competition. I wonted to make a suggestion to have a system to simulate sprite flicker.
My idea was to have a invisible active object the size of the screen. Make any "sprite" a part of a defined group and if the number of sprites overlapping the screen detector was greater than the defined limit, say 16, then it would choose one of those sprites at random and make it invisible. There would be a separate action to make them reappear so they were only invisible for a split second. I was actually thinking we could make a base file with this system already set up for people to use.
I actually thought of that idea from last time but was once again I was too late to have it considered. So I thought I'd mention it this time so that maybe it would be something to think about for the next comp.
Anyway, it seems some of the entry are looking pretty awesome this time around. I'm particularly interested in the racing one buy lembi2001, those games have always fascinated me. I have a basic understanding of how it's done but I have no idea how you'd do it in MMF without using animations.
Anyway, I do have an idea or two but when are the entries due in? Also, all the sprites must fit on a 96x96 picture? Kind of like a sprite sheet? I guess that includes all frames of animation?
oh, and one last thing. Are we allowed to simulate pallet animation, like with water, glowing lights, ect? Can you do pallet actual animation in MMF, it has a 256 colour pallet mode doesn't it?
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
Originally Posted by Disthron Anyway, it seems some of the entry are looking pretty awesome this time around. I'm particularly interested in the racing one buy lembi2001, those games have always fascinated me. I have a basic understanding of how it's done but I have no idea how you'd do it in MMF without using animations.
It is actually by Marko; lembi2001 was just quoting his post.
Originally Posted by Disthron Anyway, I do have an idea or two but when are the entries due in? Also, all the sprites must fit on a 96x96 picture? Kind of like a sprite sheet? I guess that includes all frames of animation?
For the sprites, you just need to use one frame of animation, not all. If you have a 32x32 character that would be 1/9th of your allowance for sprites. The competition entries are due in December (incidentally it sorta says that on the front page, but saying "console release" instead).
Originally Posted by Disthron oh, and one last thing. Are we allowed to simulate pallet animation, like with water, glowing lights, ect? Can you do pallet actual animation in MMF, it has a 256 colour pallet mode doesn't it?
I don't know what this means. Do you mean changing the pallet at runtime? Or do you mean changing the colors on an active object with the Replace color action?
Colour swapping? well, it's easier just to use animations in MMF. Real computers/consoles used colour swapping because it was more efficient than using the extra processing time and memory than an animation would use.
I did create a 2d racing road engine once. It's quite easy with a little maths.
It is actually by Marko; lembi2001 was just quoting his post
Ah, silly me. Still looks pretty cool though.
For the sprites, you just need to use one frame of animation, not all. If you have a 32x32 character that would be 1/9th of your allowance for sprites. The competition entries are due in December (incidentally it sorta says that on the front page, but saying "console release" instead).
Thanks for clearing that up
I don't know what this means. Do you mean changing the pallet at runtime? Or do you mean changing the colors on an active object with the Replace color action?
Well, Pallet animation was when a programmer or artist would change certain entries in the colour pallet at runtime. This would be used for stuff like running water, conveyor belts, fires, flickering lights, sometimes even more complex things. If you go to this video and move the time code to around 4:00, where the player is fighting the water boss, you can see it in action. The water effect is made by cycling a number of the blue pallet entries. It was used for all sorts of stuff back in the day.
If you could change the pallet at runtime then you could do it for real. However you could also emulate the effect by using an active object and just changing the colours with an animation.
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
So for this game, I'm using graphics from a game I was already working on, so I felt like I'd post comparison shots of the original graphics and the versions used for this competition: