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Author Topic: pixel artist wanted (Read 2959 times)

Offline ssr86

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Re: pixel artist wanted
« Reply #15 on: 2015.April.02. 23:10:07 »
that soundchip tune was divine!
The chiptune used in the "demo" is adidas.tun from the examples that are packed with musicbox. I like it very much too, but not really suits the "gameplay":P
Currently composing an original ingame tune:)

Offline ssr86

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Re: pixel artist wanted
« Reply #16 on: 2015.September.21. 21:44:03 »
Just felt the need to write something...

Done sprites optimization. The flames are now compiled sprites. The hero is done with compressed and a few clippable standard sprites. Stance animation frames are fully compressed sprites (two sets: right and left), jump is in two versions (and both in 2 sets) because it needs some clipping and fall animation frames are only standard sprites and only facing one direction (flipping before drawing when needed) because the slowdown won't affect the gameplay as it's already gameover.
I wanted to use compiled sprites instead of compressed ones but I run out of 16kb for the sprites... And found it pretty shocking... I mean this was what... about 7 animation frames although more like 12 because of the preflipping... And already so much memory... However the sprites are around 32x40 pixels so they're quite big I guess... Couldn't do it for 64kb...

After this optimizations the game runs most of the time in 25fps. It slows down a frame when needs to clip the jumping sprite or when all flames are fired and all effects (rain etc) are turned on. But I'm really curious if using this: https://enterpriseforever.com/programming/video-config-that-allows-to-draw-sprites-vertically/ with the triple buffering could get it to run in 50fps... But that would need a lot of refactoring... and I don't have the time... I'd need to have it more-or-less finished by the last day of September (with additional 2-3 weeks for bugfixing) and I still haven't touched the gfx and msx much... :( 

Offline geco

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Re: pixel artist wanted
« Reply #17 on: 2015.September.22. 15:17:59 »
What you wrote sounds great :) ,except the last sentence ;)
If I may help, please write, I will try.

Offline ssr86

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Re: pixel artist wanted
« Reply #18 on: 2015.September.22. 22:28:27 »
My problem is that I wanted to submit it to a retro gamedev competition but I need original gfx and music or it can't enter. I managed to contact a graphician that agreed to help me. In the meantime I found a job and haven't contacted him for about two months an when I wrote to him couple of weeks ago he hasn't done anything for me (because of some misundertanding, I guess)... And now he has a lot of other work so he can't really help me, although would want to...
I have my own character but can't really animate him properly...
I'd have to do the flames also...because they are taken from contra...


I had a funny bug... I'd called it bug.28 because it made the game hang after you press fire to skip the gameover sequence for the 28th time. I've had an enlightenment today of what could cause it and managed to fix it. It turned out that the skip routine was four calls deep and I exited it with a jump so my stack pointer wasn't reset... Needed three pops to make it right... It was funny to see that it always happened with the 28th time.

Offline Z80System

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Re: pixel artist wanted
« Reply #19 on: 2015.October.18. 22:21:18 »
Wow,

The video looks cool with the developer's eye.

Will it be 25 FPS ?
Z80 System

Offline Z80System

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Re: pixel artist wanted
« Reply #20 on: 2015.October.18. 22:25:06 »
I very-very like the "tear" (or what) effect at changing the screens or texts ...
Z80 System

Offline ssr86

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Re: pixel artist wanted
« Reply #21 on: 2015.October.18. 22:31:29 »
Wow,

The video looks cool with the developer's eye.

Will it be 25 FPS ?
After optimization with compiled and compressed sprites, the game is 25fps most of the time. It slows down when you enable rain with other fx and more flames are fired... At least with the current ("stolen") sprites.

I very-very like the "tear" (or what) effect at changing the screens or texts ...
It was "inspired" by one ep128 slideshow at the end of a demo i saw on youtube (I don't remember which). It's playing with the margin values and eventually updating the line pointers (if you want' the image appear to "be still"). So not that much processing needed and can be used ingame:).
https://enterpriseforever.com/programming/fun-with-margins/