Possible Gng remake for msx ?

Página 3/19
1 | 2 | | 4 | 5 | 6 | 7 | 8

Por tokumaru

Expert (83)

imagem de tokumaru

27-11-2006, 01:34

It would be cool to have a MSX version of GnG, it wouldn't be the same as the arcade, and that's what would be cool, because it would feel a little different, but it would still be GnG. At least, that's my opinion...
I agree 100%! It has to be a bit different to be cool! Versions that are too close to the original just go by unnoticed, 'cause they are too similar, but usually a bit worse here and there, just details. So people would rather go with the original! =)

Por tokumaru

Expert (83)

imagem de tokumaru

27-11-2006, 07:03

Here is a bit of what I was doing a while ago with a Ghouls 'n Ghosts MSX1 port in mind:

www.cygnus.kit.net/gng_msx1.png

I usually draw my stuff all scattered around like that.

A bit off-topic: As crazy as it may seem, I had also been working on graphics for a MSX1 Sonic game. If you want you can check what I have here: www.cygnus.kit.net/sonic_msx1.png (I wanted to make this a real Sonic game, unlike Sonyc that doesn't feel like Sonic at all)

Note that there may be some errors in my drawings, as I don't draw them with MSX-specific software. I keep the graphical limitations in mind, but I usually get a pixel or two wrong.

Por PingPong

Prophet (3513)

imagem de PingPong

27-11-2006, 11:21

PingPong:

I would love to help you in this project.
Gng doesnt have that much tunes.

I adapted scc-blaffer's replayer and see (sound effects editor) and
I would love to make the music for the game (scc version)

Also I would love to help with programming or grpx !!

Keep up the good work !!
Its appreciated !!!

@Tokumaru & Norakomi

great!
your help will be apreciated.

As said more and more time i'm very stupid in grpx design.

Por norakomi

Paragon (1060)

imagem de norakomi

27-11-2006, 15:28

Quote:
A bit off-topic: As crazy as it may seem, I had also been working on graphics for a MSX1 Sonic game. If you want you can check what I have here: www.cygnus.kit.net/sonic_msx1.png (I wanted to make this a real Sonic game, unlike Sonyc that doesn't feel like Sonic at all)
Quote:
thats soow cool.
I was also thinking of making a Sonic - remake in screen 4 !!!
^_^

Por PingPong

Prophet (3513)

imagem de PingPong

27-11-2006, 15:38


Quote:
A bit off-topic: As crazy as it may seem, I had also been working on graphics for a MSX1 Sonic game. If you want you can check what I have here: www.cygnus.kit.net/sonic_msx1.png (I wanted to make this a real Sonic game, unlike Sonyc that doesn't feel like Sonic at all)
Quote:
thats soow cool.
I was also thinking of making a Sonic - remake in screen 4 !!!
^_^

because of easy scrolling and sprites capabilities?

Would be extremely interesting if you think to a unique code for both platforms, because there are a lot of similarities

you detect if v9938 or tms9929, then

a) If TMS9929
- internally and logically you scroll at 1 pixel basis, when you reach at 8 you do a charater scroll, because msx1 could not do smooth scroll.
- you use a set of msx1 adapted sprites.
b) If V9938
- internally and logically you scroll at 1 pixel basis, updating also vdp(18), when you reach to 8 you reset vdp(18) and do like (a)
- you use a set of msx2 multicolor sprites.

Por viejo_archivero

Paragon (1372)

imagem de viejo_archivero

27-11-2006, 16:51

The worst thing here is avoiding a killer sprite flickering. Talking about msx1/screen2, the best way is imho to use patterns for the main character shots and some "static" enemies (as the shooting plants), in the way Nemesis was ported to msx. But, in order to make the shots' black halo less noticeable, the design of the "background" tiles must be as dark as possible...

Por PingPong

Prophet (3513)

imagem de PingPong

27-11-2006, 17:03

The worst thing here is avoiding a killer sprite flickering. Talking about msx1/screen2, the best way is imho to use patterns for the main character shots and some "static" enemies (as the shooting plants), in the way Nemesis was ported to msx. But, in order to make the shots' black halo less noticeable, the design of the "background" tiles must be as dark as possible...

Another way, using sprites made of two vdp sprites to achieve multicolor is to flicker each part of the same logical sprite.

For Example the main charater, if arthur is using planes 6,7 (white body and red hand / hair) when doing flickering is to remove planes 6,8,10 then 7,9,11. In this way the flickering is very less noticeable. But this works on msx1 only..

To see an example of how this techique work, look at choroQ. the car sprite had blue wheels and green body. When flickering there is alternance between wheels and body and the human eye almost do not notice flickering.

This tecnique, as used also by artrag doubles the n. of sprites / scanline.

Por tokumaru

Expert (83)

imagem de tokumaru

27-11-2006, 17:39

Another way, using sprites made of two vdp sprites to achieve multicolor is to flicker each part of the same logical sprite.
I guess this is a good idea, since at least part of the character will be visible at all times, and this reduces the effects of flickering.

For a Sonic game, I can see that some enemies could be drawn with background tiles (although that only actually looks good with black or very dark backgrounds), because they move in a predictable path, and it's easy to keep the background clean behind such paths. In GnG, however, the backgrounds are more detailed, since the levels are more horizontal. They can be black, on the other hand, which would be better for BG-based enemies.

But even if everything is made out of sprites, in which case 4 characters could fit on the same scanlines, each alternating between its 2 layers, that doesn't seem too bad (Be it Sonic or GnG).

Por tokumaru

Expert (83)

imagem de tokumaru

27-11-2006, 18:44

I was also thinking of making a Sonic - remake in screen 4 !!!
Screen 4 is like screen 2 but with better support for sprites, right? I think that even with standard MSX1 sprites Sonic looks decent, but the others (Tails and Knuckles) don't. I think that screen 2/4 can be used to represent some pretty decent Sonic-like backgrounds, with a little touch of originality! Maybe we should give it a try with Sonic, as well as GnG.

Sadly, I don't have the time to work on these things. I am, in essence, a programmer, but in the end I just draw a couple of sprites and background and forget about these projects forever. However, if anyone wants a hand with the graphics I'd be more than willing to help. On the Sonic side of things, I got quite a few ideas for the game engine. I've been sketching a NES port for years now.

Por PingPong

Prophet (3513)

imagem de PingPong

27-11-2006, 19:55

@Tokumaru: your sprites are pretty good, have you also other photogramh of arthur?
@SlotMan: i've grabbed the nes screenshot of ghouls and ghost, the main charater seems to be only 16 pixel wide. Do you know if this is wide on other photograms.?If are all 16 pixel wide i can grap those tiles almost directly...

Página 3/19
1 | 2 | | 4 | 5 | 6 | 7 | 8