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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Posted: Sat Jun 23, 2012 1:38 am Post subject: |
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Well, I've wanted to do a Metroid game for years on the Commodore 64. And every time I start it, I get pulled away and when I come back, I get depressed in my lack of art. Even though I copied a lot of the original Metroid graphics (and they look pretty damn good IMHO), what you have done is clearly aimed in the Super Metroid genre. Which is awesome.
So I might relive my interest again and do "Metroid" for the C64. Then we wouldn't be "competitors" lol
But, I've always wanted to do a Zelda game. Which is my number 2 (huh...huh....number 2) favorite game. And the paged scrolling should be easier to code.
Now if I could only get some awesome Zelda-inspired art.  |
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Groupie in Training


Joined: 12 Apr 2006 Age: 30 Posts: 140 Location: Poland
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Posted: Sat Jun 23, 2012 8:24 am Post subject: |
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| cbmeeks wrote: | Now if I could only get some awesome Zelda-inspired art.  |
As Picasso said: 'Inspiration exists, but it must find you while working' so I keep fingers crossed . |
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Lemon64 Donator!


Joined: 02 Jan 2002 Posts: 1142 Location: Newcastle, England
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Posted: Sat Jun 23, 2012 1:44 pm Post subject: |
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A zelda styley game would please a lot of peeps  .
Art wise iam about 80% done on this now i reckon.
Here's a few more screens -
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Last edited by smila on Sat Jun 23, 2012 2:02 pm; edited 1 time in total |
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Über Groupie


Joined: 08 Oct 2010 Age: 33 Posts: 354 Location: Serbia
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Posted: Sat Jun 23, 2012 1:47 pm Post subject: |
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This is great!
Also,can C64 handle something like Mega man from NES?
What i ask??  |
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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Posted: Sat Jun 23, 2012 4:56 pm Post subject: |
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This is amazing.
You have a guaranteed customer with this game.
But I beg you guys to make a big deal out of this game. Great box, great manual, maps, secrets, etc.
Forget single loads. If this could be a 128k game on a cart (not sure if that's possible?) then that would be awesome.
For me, the perfect combo would be (not counting the actual game, of course)
1) A larger than 64k cart with an awesome label.
2) A nice NES style manual. The same size as the originals with lots of pages. Describing the characters, story, moves, etc.
3) A large map for those of us who don't want to make their own maps. But obviously, leave some of the secrets out.
4) Disk(s) with great labels and covers.
I would pay $60 - $100 for this easily.
If there is anything I can do to help I will. |
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Lemon64 Game Champion


Joined: 19 Feb 2004 Posts: 851
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Posted: Sat Jun 23, 2012 5:19 pm Post subject: |
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Getting decent scrolling done will be a bitch, since color RAM needs to go with it. I managed to hack a color-less scroll for my first RGCD cartridge attempt (with double buffering and split in two copies), but plus color is going to be hard.
AFAIK you already have quite a bit going, any hints on that?
Lots of speed code I assume, plus double buffer and probably at least 4 copy steps. _________________ |
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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Posted: Sat Jun 23, 2012 5:24 pm Post subject: |
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| Endurion wrote: | | Getting decent scrolling done will be a bitch, since color RAM needs to go with it. |
I feel your pain. I also have a two-way scroller that only goes in one direction for now. lol. And it isn't scrolling the color ram. But it's pretty smooth and full screen. I used a double buffer and unfortunately a full copy between scrolls. It was an awesome feeling finally "getting" it but I really need to make it better.
| Endurion wrote: | AFAIK you already have quite a bit going, any hints on that?
Lots of speed code I assume, plus double buffer and probably at least 4 copy steps. |
Well, I wanted to do a Metroid game but I just don't have the time and graphic talent as your team does. So I'm really thinking for the good of the C64 community, I would rather start another project and let you guys take the crown with a Metroid game. I might later come back and do a more traditional Metroid style game. Same graphics, etc. Because I can copy the NES graphics pretty well but I just can't create them.
I would be happy to help anyway I can with your project as well. |
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Lemon64 Donator!


Joined: 02 Jan 2002 Posts: 1142 Location: Newcastle, England
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Posted: Sat Jun 23, 2012 5:52 pm Post subject: |
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I'll get the whip out every few hours and beat endurion into doing work lol.
The game will defo be multi load -
its pretty heavy on the art so far -
1,340 sprites ( 10 sprite sheets ) - 4 done
15x tilesets - done
intro - done
outro - done
box art - done
Iam sure we'll do something special with the packaging.
A cart version is defo possible - it might be a bit on the pricey side tho. _________________ |
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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Posted: Sat Jun 23, 2012 6:27 pm Post subject: |
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Amazing. How long have you been working on the art?
More screen shots would be great.  |
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C64 Games Programmer


Joined: 11 Feb 2002 Age: 34 Posts: 3147
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Posted: Sat Jun 23, 2012 8:58 pm Post subject: |
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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Forum Junkie


Joined: 05 Jun 2005 Age: 41 Posts: 474 Location: Norway
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Posted: Sat Jun 23, 2012 9:46 pm Post subject: |
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I would pay for something like this. |
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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Posted: Sat Jun 23, 2012 9:47 pm Post subject: |
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I got my debit card out right now waiting to pay for Hyperion. Hurry...hand is getting tired. lol |
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Lemon64 Donator!


Joined: 02 Jan 2002 Posts: 1142 Location: Newcastle, England
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Posted: Sun Jun 24, 2012 11:33 am Post subject: |
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| cbmeeks wrote: | Amazing. How long have you been working on the art?
More screen shots would be great.  |
About 12 days i think, once i get into the swing of things i dont stop untill iam done and iam really enjoying working on this so the artwork seems to be flowing nicely. _________________
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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Posted: Sun Jun 24, 2012 2:36 pm Post subject: |
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Yeah we can tell. They look great. |
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Middle Aged C64 Teenager


Joined: 30 Dec 2001 Age: 45 Posts: 436 Location: West Mids. England
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Posted: Sun Jun 24, 2012 10:49 pm Post subject: |
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how big are those screens vertically? do you have a panel top AND bottom or is that an optical illusion down to the stacked screenshots? _________________ |
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C64 Enthusiast


Joined: 25 Feb 2010 Age: 29 Posts: 768 Location: :noitacoL
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Posted: Mon Jun 25, 2012 1:56 am Post subject: |
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Great looking backgrounds. I particularly like the hires ribs in the second one. _________________ |
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Forum Junkie

Joined: 06 Jul 2009 Age: 30 Posts: 547 Location: Finland
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Posted: Mon Jun 25, 2012 5:09 am Post subject: |
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Sweet times! Looking forward to this :)
| cbmeeks wrote: | | If this could be a 128k game on a cart (not sure if that's possible?) then that would be awesome. |
Well, a 1 MByte game cartridge is definetely possible. We have had those for some time already ;) |
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Groupie in Training


Joined: 05 May 2012 Posts: 55 Location: Germany
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Posted: Mon Jun 25, 2012 7:23 am Post subject: |
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| Endurion wrote: | | Getting decent scrolling done will be a bitch, since color RAM needs to go with it. I managed to hack a color-less scroll for my first RGCD cartridge attempt (with double buffering and split in two copies), but plus color is going to be hard. |
You could try to cheat and not scroll the color nibbles at all. The map design would have to be adjusted, though. (With some creativity, the maps could still look marvelous) Here's an example for horizontal scrolling - on the right side, you see the color blocks. As you see, the color information could be static and there wouldn't be any need for scrolling the colors.
The same works for vertical scrolling too. And I think the game does not need a full 4-way scroller anyway, and... and there could be rooms without scrolling with full color usage. (Just a suggestion)
keep it up!
STE'86: You are right, the screen is too small for 2 headup-displays |
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Lemon64 Donator!


Joined: 02 Jan 2002 Posts: 1142 Location: Newcastle, England
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Posted: Mon Jun 25, 2012 11:08 am Post subject: |
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| STE'86 wrote: | | how big are those screens vertically? do you have a panel top AND bottom or is that an optical illusion down to the stacked screenshots? |
Yeah there are 2 panels - top and bottom.
The scroll area is 176 high - its either vertical or horizontal scrolling, no 8 way. _________________
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Forum Junkie

Joined: 13 Aug 2009 Age: 44 Posts: 422
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Posted: Mon Jun 25, 2012 11:24 am Post subject: |
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You do know the C64 screen is only 200 high? _________________ |
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Lemon64 Donator!


Joined: 02 Jan 2002 Posts: 1142 Location: Newcastle, England
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Posted: Mon Jun 25, 2012 11:47 am Post subject: |
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| PeteD wrote: | | You do know the C64 screen is only 200 high? |
yaah i do. i just put those together to show peeps how its more or less going to look.
Nothing is finalised yet but here's the latest layout - pretty happy with this one.
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Forum Junkie

Joined: 13 Aug 2009 Age: 44 Posts: 422
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Posted: Mon Jun 25, 2012 12:08 pm Post subject: |
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Fair enough. I read "Yeah there are 2 panels - top and bottom." and "The scroll area is 176 high" and it sounded like you'd got 2 24 pixels panels (top and bottom) and 176 pixel scroll area which would've been 224 total.  Thought maybe you'd created maps that wouldn't fit on your screens.
*edit*
btw, what limits are you putting on colour ram in your tiles? If it's max 1 unique colour per 2x2 chars rather than colour per char it'll make endurion's life a hell of a lot easier (less cpu to shift it about) _________________ |
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Master of C64


Joined: 22 Oct 2004 Age: 39 Posts: 1070 Location: Hixson, TN USA
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Posted: Mon Jun 25, 2012 12:24 pm Post subject: |
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Any chance on an auto mapping feature like in Super Metroid? Or at least a map view? |
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Lemon64 Donator!


Joined: 02 Jan 2002 Posts: 1142 Location: Newcastle, England
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Posted: Mon Jun 25, 2012 12:24 pm Post subject: |
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| PeteD wrote: | Fair enough. I read "Yeah there are 2 panels - top and bottom." and "The scroll area is 176 high" and it sounded like you'd got 2 24 pixels panels (top and bottom) and 176 pixel scroll area which would've been 224 total. Thought maybe you'd created maps that wouldn't fit on your screens.
*edit*
btw, what limits are you putting on colour ram in your tiles? If it's max 1 unique colour per 2x2 chars rather than colour per char it'll make endurion's life a hell of a lot easier (less cpu to shift it about) |
Ive gone with 1 unique per char at the moment, we'll see how difficult it is for him then if it needs changing i'll have to sort it out. _________________
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