Title: N sprites
Description: Old Stuff
Liazon - April 14, 2006 02:19 PM (GMT)
N-Game can be played here.
4x4 black and white versions can be viewed here.
I just simply need 8x8 black and white versions of the Ninja for N-Game.
Thanks!
kalan_vod - April 19, 2006 11:39 PM (GMT)
Could you just expand on the 4x4 ones? It shouldn't be too hard. I hope you guys get this going/done soon! :D
saubue - April 19, 2006 11:44 PM (GMT)
[removed]That was kinda rude, if he was asking for sprites that prbly because he wasnt able to draw them in the first place
Liazon - April 20, 2006 01:30 PM (GMT)
It's ok xlibman, I've started making some. I just needed to play the game a bit longer before I got the gist of what they looked like :D :D :D
saubue - April 20, 2006 02:17 PM (GMT)
| QUOTE (saubue @ Apr 20 2006, 01:44 AM) |
| [removed]That was kinda rude, if he was asking for sprites that prbly because he wasnt able to draw them in the first place |
Sorry, this post wasn't meant to be demotivating at all... I just wanted him to try it out.
kalan_vod - April 20, 2006 04:39 PM (GMT)
Cool, I hope to see your renditions of N-Game sprites soon!
Liazon - April 20, 2006 09:13 PM (GMT)
FIRST ATTEMPT: Running and sliding to halt
Sorry it's so small!
edit: it only has 2 frames for running and one for sliding. Is that enough?
kalan_vod - April 20, 2006 09:57 PM (GMT)
Wow, that looks really good. I think it looks almost like a real person!
saubue - April 20, 2006 11:03 PM (GMT)
Congrats, Liazon! It looks very cool. Maybe you could add another sprite for walking? In which language are you going to write the game?
kalan_vod - April 20, 2006 11:54 PM (GMT)
He will be using asm, or C on the 68k line.
Liazon - April 21, 2006 02:17 AM (GMT)
Thanks, I guess I just needed to play the game a bit more. Since I don't know 68k ASM (i assume it's the same as z80 ASM, just a lot of differences that might take awhile to learn), I'll probably write it in C for 89 series calcs.
N-Game@saubue: as far as I can tell, there are no walking frames. The stick figure just accelerates rather quickly until it reaches maximum speed.
Does it slow the program down at all to insert custom ASM code?
saubue - April 21, 2006 07:28 PM (GMT)
No, 68k ASM is very different (and much easier) from z80 ASM (although I can't write code for it)
And inline Assembler (asm("...")) does not slow down the program. Do you want to mix ASM and C?
kalan_vod - April 21, 2006 07:30 PM (GMT)
Why does it not slow down a game in 68k but using asm(prgmX) on a z80 slow it down?
saubue - April 21, 2006 07:38 PM (GMT)
Hm, I think we aren't speaking of the same thing.
In C, you can use Assembler inside C code with asm(), while your code has to be a string, e.g. (random code)
| CODE |
void miscFunction(short arg1) { short i, s; printf("Hello Man!"); asm("movem.l %d0/%a0,-(%sp)\n"); }
|
Liazon - April 21, 2006 08:07 PM (GMT)
Can you create your own ASM functions and then add them on like the ExtGraph functions?
kalan: Basic is more like an interpretted languages, so trying to insert a native language within Basic code would require some kind of address change of some sort. iirc of course :D
saubue - April 21, 2006 08:23 PM (GMT)
Of course. The method I like the most is to add the Assembly Source File to the project and then proto-type the function in a header.
kalan_vod - April 21, 2006 11:41 PM (GMT)
Ok, well I didn't know if you meant you were making a basic 68k program and calling an asm program within the basic one.
xlibman - April 22, 2006 12:36 AM (GMT)
wow nice sprite I cant wait to see what you'll make it do! DONT KILL IT O_O
Liazon - April 22, 2006 04:22 AM (GMT)
Don't worry xlibman, I'll try me best to finish.
btw, I didn't kill r/p/s. I just don't feel like searching for the bug rooted in the greyscale implementation after I've only finished about 6% of the game. Now that I know how to define a C structure, I think I'll make a structure to organize different character types and make the tile stuff easier. I'll have to fix the way I store data, but I'll eventually fix the greyscale sprites and finish the battle engine.
@saubue: thanks. I hope C will be sufficient for a black and white game.
saubue - April 22, 2006 01:36 PM (GMT)
| QUOTE (Liazon @ Apr 22 2006, 06:22 AM) |
| @saubue: thanks. I hope C will be sufficient for a black and white game. |
sufficient? You can do almost anything with TIGCC. However, if you might need some help, feel free to ask :)
kalan_vod - April 22, 2006 02:33 PM (GMT)
Oh, so this will be a 68k project? :( Oh well, at least we will have axchos/cdi or who ever is working on it, as they are making it for z80s :D. Good luck with yours though.
Liazon - April 27, 2006 01:21 AM (GMT)
Sprites:

From the top left going clockwise:
1. Standing still
2-3. Running
4. Sliding to halt
5. Jumping frame
6-7. Possible falling frames. I like #7 (the one on the left) personally.
8-10 Possible wall sliding frames. I personally like #10 (bottom left) the most.
I'll have to use the other comp to experiment with animation frames in imageready. Just to see if I like the sprite sets. Any suggestions for the game or the sprites is welcome!
I'll probably have more to add to the project description later.
kalan_vod - April 27, 2006 01:31 AM (GMT)
Haha, I still love that animation. I think you should make it into a bigger one, so you can have it as a avatar :P. I hope to see more progress on this!
xlibman - April 27, 2006 12:20 PM (GMT)
wow those lil dude sprites look nice, best stickfigure animation I saw in a long while, and prbly the best 8x8 one
Spellshaper - April 27, 2006 02:26 PM (GMT)
ngame is so fun and addicting :)
kalan_vod - April 27, 2006 03:01 PM (GMT)
Wow, you added more! The others look just a good, man you have some good sprite making skills! :D
Liazon - April 27, 2006 08:48 PM (GMT)
Reserved for more details on progress.
Original Game:
http://www.freeworldgroup.com/games2/gameindex/ngame.htm So I'm basically trying to port that onto 89 calcs. It will be black and white using 8x8 sprites and tiles. I don't know how many enemies and tiles from the original game I will be able to include, but I'll try my best. This and r/p/s are my first projects.
Unlike the original game, N-Game 68k is not played on one screen. It will scroll and the maps will be larger than 12x20 tiles. What I want to do is to create a pause option that will allow you to pause and scroll around the whole map.
As for dealing with enemies, like the homing drones, the snipers, the missles, and the like, I will add a feature called the
N Sense. It'll be some for of indication that will tell you if you've been locked on by something, or if something is trying to target you.
I don't know how well I can recreate the physics in the original game. It is really complex which is why I'm not sure if I can include tiles like the curved ones and the irregularly shaped ones.
Liazon - April 27, 2006 08:58 PM (GMT)
For more info on the enemy types:
1.) Play the game
2.) Click on help, and then enemies (right) and read about them.
kalan_vod - April 27, 2006 09:14 PM (GMT)
I would vote for all, but I can'd XD...Any would be great though.
Liazon - April 30, 2006 07:57 PM (GMT)

More sprites!!!! I think I'm forgetting to do some.
If someone sees a sprite I'm missing, please tell me. I need some advice from the C masters. Should I use rotation routines or should I just store all versions of the sprites? Which way is faster? I think I'd prefer the faster way, but I assume not using a rotation routine may make things difficult to organize. I'll really have to think about it.
Caption:
ROW 1:
1. Standing/facing right
2+3. Running right
4. Sliding right
5. Jumping right
6-7. Falling right
8. Wall sliding (wall on right)
9-11. Victory dance facing left
ROW 2:
1. Standing/facing left
2+3. Running left
4. Sliding left
5. Jumping left
6-7. Falling left
8. Wall sliding (wall on left)
9-11. Victory dance facing right
ROW 3:
1. mine
2. floorchaser
3. gauss turret
4. gauss turret aimer
5. homing turret
6-8. homing missiles
9. thwump
ROW 4:
1-2. chaingun drone
3-6. laser drone
7-10. homing zap drone
11. zap drone
ROW 5:
1. gold
2-4. standard door
5-7. access door
8-10. trap door
11. one-way platform
ROW 6:
1. bounce block
2-5. launch pad
6. access panel
7-8. remote terminal
9-10. Exit
kalan_vod - April 30, 2006 08:49 PM (GMT)
Wow, and what are the sizes of those? I think they look great, and you just about covered everything.
Spellshaper - April 30, 2006 09:07 PM (GMT)
this game pwns even though it's not even done W00T!!! :worship:
*drool* *Spellshaper wants a 68k calc...
Liazon - April 30, 2006 09:46 PM (GMT)
| QUOTE (kalan_vod @ Apr 30 2006, 03:49 PM) |
| Wow, and what are the sizes of those? I think they look great, and you just about covered everything. |
8x8
@SpellShaper: Maybe I'll port to 83+ later when I'm done with everything else. Of course, axcho on UTI could always use these sprites for his own ASM version.
tenniskid493 - April 30, 2006 10:10 PM (GMT)
| QUOTE (Spellshaper @ Apr 30 2006, 09:07 PM) |
| :worship: |
We really need the worship smiley again, I'll see what I can do.
This game looks sweet!!! :)
xlibman - May 1, 2006 01:09 AM (GMT)
wow this look nice, I like the sprites a lot
crzyrbl - May 1, 2006 03:43 AM (GMT)
muy bien! me gusto mucho! why am i speaking spanish!
Spellshaper - May 1, 2006 09:25 AM (GMT)
| QUOTE (Liazon @ Apr 30 2006, 11:46 PM) |
| @SpellShaper: Maybe I'll port to 83+ later when I'm done with everything else. Of course, axcho on UTI could always use these sprites for his own ASM version. |
kewl :)
Alex - May 1, 2006 06:28 PM (GMT)
Hi Liazon! Your 89 project is very exciting and ambitious. I suggest you take a look at Jumpman for the Atari 800/C64 for a more simple model of the type of game you want to make.
http://en.wikipedia.org/wiki/JumpmanI voted no on the scrolling because for a game with such dynamic gameplay, the LCD would be too blury.
I wish you all the best in your TI-89 pursuits! :)
- Alex
kalan_vod - May 1, 2006 06:35 PM (GMT)
Yeah that looks pretty sweet, but too much like Donkey Kong :P
Liazon - May 1, 2006 07:04 PM (GMT)
Alex: thanks for the input. Though I do feel that 12 tiles high and 20 tiles wide is kind of small for N-Game. It would be kind of hard to die :D
I'll have to see though. Lately I've just been brainstorming some math models for the movement, but it seems that every model has a considerable flaw. I'll have to work at it a bit.