A Friendly role play competition where people choose to make games for one of two or a computer to be released on the launch day.
The games have to be made within the Consoles/Computer's limitations which will follow in my next post.
Each game will be reviewed in a mock magazine (I hope you guys can help me with all this) and the final review scores will ultimately affect the success of the three formats.
Everyone is free to choose which format they make their game for.
Any screen size (but no scrolling on 640x480 or more)
You choose your own palette, sprites can use any of your available palette
Mode 0 60fps - 16 visible objects on screen at once - 12 colours
Mode 1 30fps - 32 visible objects on screen at once - 24 colours
Mode 2 30fps - 64 visible objects on screen at once - 32 colours (4 pixel scroll)
Mode 3 60fps - 32 visible objects on screen at once - 12 colours (8 pixel scroll)
.Any mode can display a 256 colour static screen, it can have Text or Buttons.
.Supports all MMF2 extensions.
.Music can be Midi,Mod,OGG,MP3.
.8mb maximum game size (after compression Minus MMF2 runtime)
.Supports key board, multi button controller, mouse or any other Peripheral you can think of.
.No flicker
2. 8 Bit games console
Mode 0 - 32 visible objects on screen at once - 8 colours
Mode 1 - 32 visible objects on screen at once - 16 colours (They must be double width)
.60 frames per second
.Always Smooth scroll
.320x240 or 320x200
.You can use flicker to get around the object limit.
.You can mix modes mid screen so long as there are not new colours used and the mode .1 section only ever has 8 colours within it.
.1 layer only
.Music can be midi or mod (or chip tune sounding ogg,mp3,etc)
.1mb maximum game size (after compression minus MMF runtime.)
.Fixed pallete
3. Handheld
As above but
.160x144 screen size
.Sprites cannot contain more than 4 colours
.Special two colour mode that doubles on screen objects to 64
I'm in for the 8-bit console if you let us at least a month to do it.
As for the magazine, I could try helping with graphics. But no reviewing for me, my english skills aren't develloped enought for that kind of writing.
I know what im gonna do already so i'll start!
Edit: One question, Can you make it scroll x+320 ata a time. Like you are still in the same frame but it doesn't look like it.
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
19th March, 2009 at 16:25:42 -
Flip screen isn't quite the right term for it... (Flip screen actually usually mean that you draw anything that's on the video backbuffer to the screen - something that's irrelevant for click games.)
I don't Click anymore, but I do have some game creation tools I could use to make one of these. Can I still join?
I'll try to keep this topic alive. But really if you guys are interested could you keep posting with something?
Here is an example game i'm working on. It's taking longer than I thought because it's really hard to make nice graphics with double width pixels and such a weird pallete.
This uses the 8-bit console's mode 1. With a mode 0 status panel.
You can pick objects up (by pressing 'Down') and throw them at enemies (Fire 2)
Don't do a Mario on them! slimes hurt!
Uh... you can't actually die yet. Makes it easier to test, lol.
Heh, all three of those screenshots have exactly 15 different colours.
Andy UK: So that' s what you meant by "double width".
I was sure that it had to be stretched in both dimension, which would look like a 160x120 resolution. To late to turnaround
I personally can't think of a console who's graphics were streched only horizontaly, but I haven't seen everything. I'm just curious; Was there really one which did that?
It still kinda feels authentic anyway.