Posted By
|
Message
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
3rd October, 2009 at 20:25:01 -
Originally Posted by DMT They are still unequal. I would obviously choose the computer one. Why not do Sketchy's idea?
Well it would be nice to have a slightly more versatile platform to work with than a gameboy. I did actually have a third format last time which was a handheld version of one of the consoles.
.
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
3rd October, 2009 at 20:57:48 -
The idea of a late 8 bit console sounds like Amstrad's GX4000 which was released in 1990 believe it or not. It was almost the same hardware as the Amstrad cpc computer range but with an additional chip that added hardware scrolling sprites and DMA music to basically help the processor out and make it more games friendly.
Thats more like it Spitznagel, perhaps varying colours depending on the resolution or amount of unique tiles or something. I do think 64 and 256 colours is perhaps a bit too generous though.
something like 16 background colours and 16 sprite (active object) colours from a total of 256 to choose from might be better.
You know, most hardware can overcome its own limited pallete with a mid screen inturrupt. For example the water in all Sonic the hedgehog games uses a hardware trick which could most likely double the amount of onscreen colours. It would be nice to put that in somewhere.
Also a limited amount of unique tiles
.
|
Spitznagl Cabinetmaker
Registered 06/12/2008
Points 4260
|
3rd October, 2009 at 21:40:38 -
Originally Posted by AndyUK I do think 64 and 256 colours is perhaps a bit too generous though.
64> The Master System had a 64 colors palette & 32 simultaneous colors. I though that, the console beeing "older", all of the colors could be used at once. It would still be way less than the snes and it's 256 colors.
256> The Atari 7800 did have a 256 palette with 25 colors on screen at once.
Anyway, I just hope that, no matter the color limit, you'll allow custom palettes.
...
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
3rd October, 2009 at 22:01:48 -
I'm not going to force any rules on anyone.
I know about the Master system and Atari 7800, There are other examples of 8 bit computers and consoles with very good capabilities, remember the Pcengine/Turbogfx 16? Technically 8 bit console but (according to Wikipedia) could display 482 colors at once out of 512.
I'm just saying for the sake of the competition too many colours will just give the console(s) less personality and might make the game stand out less. I hope you get what I mean.
.
|
Spitznagl Cabinetmaker
Registered 06/12/2008
Points 4260
|
3rd October, 2009 at 22:56:37 -
I do
These where just suggestions and it'll be fun no matter what the rules are anyway
...
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
3rd October, 2009 at 22:58:05 -
I hope so
Actually i kinda want to get started sometime this weekend, I wish I had made this thread sooner now.
.
|
DMT
Registered 18/06/2009
Points 150
|
3rd October, 2009 at 23:30:23 -
Spitzangl's right? So come on, I want to start!
I am no longer not a taco.
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
3rd October, 2009 at 23:36:00 -
lets finalize the specs then. We can't start until we do that at least lol.
.
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
3rd October, 2009 at 23:48:51 -
http://en.wikipedia.org/wiki/List_of_videogame_console_palettes
This might be pretty useful in deciding on a pallete limitation.
.
|
Spitznagl Cabinetmaker
Registered 06/12/2008
Points 4260
|
4th October, 2009 at 00:15:37 -
What about this revision?
Screenmodes (got to be the same ratio )
0 = 320x240 (20x15 tiles)- 24 colours 1x1 pixel size
1 = 256x192 (16x12 tiles)- 32 colours 1x1 pixel size
2 = 192x144 (12x9 tiles)- 40 colours 1x1 pixel size
4 = 640x480 (40x20 tiles)- 16 colours 2x1 pixel size
GFX Options (every option halves the color limit)
1 = free rotation and scale enabled
2 = limited semi-transparency (25%50%75%)
3 = 2nd layer
Sound
4 channel mod, xm or midi (sound effects can be wav or ogg or whatever)
Perks
Only one due to budget/developement time restriction.
Chips
1 = 8mb super cart
2 = 8 channel music
Special input device
1 = 2 buttons mouse
2 = zapper
3 = 32 directions joystick (with two buttons)
...
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
4th October, 2009 at 00:17:11 -
Ok how does this look?
8 bit consoles released late into the market just after the Master system and Nes trying to find some market share.
1. Arcade system
Strict liscencing rules no ports from other consoles/computers and games must be to a certain standard. Only showy games that push the console will be accepted.
Graphics
High res mode 1 320x240 32 colours anywhere on screen
Low res mode 2 256x224 all colours from below pallete anywhere on screen
Rotation and scaling allowed
http://en.wikipedia.org/wiki/File:RGB_6bits_palette.png
All unique tiles must fit insize a 64x128 rectangle
All unique sprite tiles must fit inside a 64x128 rectangle
Music can be Module, Midi, wav, ogg (sound effects can be anything)
Filesize limits are 4mb (minus the click runtime)
2 controllers 2 buttons only
1. Open license console
open licensing (fangames allowed) fairly low spec machine but still fairly versatile and cheap to develop for.
Graphics
High res mode 1 320x240 8 background colours 8 sprite colours from below pallete
High res mode 2 640x480 4 colours from below pallete
Low res mode 3 160x240 (double pixel width) all colours from below pallete
http://en.wikipedia.org/wiki/File:AmstradCPC_palette.png
No limits on tiles however more than 8 objects on screen causes slowdown
Music must be Module or Midi (sound effects can be anything)
Filesize limits are 2mb (minus the click runtime)
4 controllers or keyboard + mouse
.
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
4th October, 2009 at 00:24:08 -
ah i forgot about layers actually.
.
|
Silveraura God's God
Registered 08/08/2002
Points 6747
|
4th October, 2009 at 00:49:02 -
Originally Posted by Dr. James
Originally Posted by SiLVERFIRESomeone should set up some kind of behavior object for anyone to place in their game, that automatically decreases the frame rate of the game after you hit so many objects on screen at once. I'm not sure the technical aspect behind this, but for some reason a Sonic game never quite felt like a Sonic game unless the frame rate dipped below 15FPS with over 50 rings flying around the screen instantly.
That's possible in MMF2! You can use "total number of objects" for that effect
Always; set FPS to 60-("total number of objects"/x). x being some super huge number, or use a longer formula so it only kicks in if there are crap loads of objects on screen.
I don't think you should use total number of objects. If you have a ton of objects on one part of the level, the whole game will run slower. I think it should be based on how many are on the screen.
http://www.facebook.com/truediamondgame
|
OMC What a goofball
Registered 21/05/2007
Points 3516
|
4th October, 2009 at 01:38:15 -
Well you could test for objects in a zone, but that would only work when it's not a scrolling game. I suppose you could put all the objects in a group and keep a running tally of how many's X position is within range of the camera...
|
AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
|
4th October, 2009 at 15:38:51 -
ok time for some slightly revised specs/rules
Ok how does this look?
8 bit consoles released late into the market (late 1991 just after the release of Sonic the hedgehog which is one of the many major contributions towards their downfall) They both gain slight niche market shares and in years to come will become collectors items on the likes of Ebay.
1. Arcade system
Strict liscencing rules no ports from other consoles/computers and games must be to a certain standard. Only showy games that push the console will be accepted.
Graphics
High res mode 1 320x240 32 colours anywhere on screen
Low res mode 2 256x224 all colours from below pallete anywhere on screen
Rotation and scaling allowed
75% 50% 25% Transparency allowed in order to show more colours
Up to 3 layers allow (foreground, playfield, background)
http://en.wikipedia.org/wiki/File:RGB_6bits_palette.png
All unique tiles must fit insize a 64x128 rectangle
All unique sprite tiles must fit inside a 64x128 rectangle
Music can be Module, Midi, wav, ogg (sound effects can be anything)
Filesize limits are 4mb (minus the click runtime)
2 controllers 2 buttons only
2. Open license console
open licensing (fangames allowed) fairly low spec machine but still fairly versatile and cheap to develop for. Designed to be upgradable to a home computer if need be.
Graphics
High res mode 1 320x240 8 background colours 8 sprite colours from below pallete
High res mode 2 640x480 4 colours from below pallete
Low res mode 3 160x240 (double pixel width) all colours from below pallete
http://en.wikipedia.org/wiki/File:AmstradCPC_palette.png
1 layer only, tile animation tricks can give the effect of parallax as seen in some 8 bit games.
Mid screen splits can allow modes 1 and 3 at once.
No limits on tiles however more than 64 objects in a frame causes slowdown
Music must be Module or Midi (sound effects can be anything)
Filesize limits are 2mb (minus the click runtime)
4 controllers or keyboard + mouse
Edited by AndyUK
.
|
|
|