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    Vanilla 1.1.4 jest produktem Lussumo. Więcej informacji: Dokumentacja, Forum.

      • 1:
         
        CommentAuthorsikor
      • CommentTime24 Oct 2009 09:10
       
      Gonzo, to jest dość jasny obrazek, wyrzuć co drugą linię - po pierwsze, mniej zajmie, po drugie - według mnie będzie wyglądać jeszcze lepiej. 9-tka tak ma i można to wykorzystać.
      • 2:
         
        CommentAuthormiker
      • CommentTime24 Oct 2009 12:10
       
      a czemu nie dać tego na 15-tkę? Na razie zrobić "monochrome". Kolory i sprajty można pododawać później. No i może przepatrzeć grafę, ile elementów się powtarza i trzymać je jako zbiory obiektów, która mozna potem "wysypać" na ekran wg mapy danego ekranu. Źle kombinuję? :)
      • 3: CommentAuthorpigula
      • CommentTime26 Oct 2009 21:10 zmieniony
       
      Tytułowy screen... po lekkiej obróbce... (plik png oraz format RAW... jeżeli ktoś jeszcze będzie chciał zwiększyć ilość kolorków w G2F)
      • 4:
         
        CommentAuthormiker
      • CommentTime26 Oct 2009 22:10
       
      Fajne, fajne. Na razie tylko PNG patrzyłem, ale i tak dobra robota! :)
    1.  
      Hello all...

      I think I finally get into it!...

      Pms./PFs./Sprites/Priorities/weapons/Objects,...

      I finally have almost 100% right how it can work...

      Because I have almost all the things I need to translate to A8 (Players frames, objects, all LN1&2 screens&Maps,...) I?m now starting to translate/redone the screens.

      I am trying to do as many as I can (1/2/3 screens by day)...
      All the logic is not very dificult to implement.
      More simple than you can imagine (I don't understand how this taked me so many months untill I get into this stage).

      Like I said on AtariAge, I will not explain how I am doing the things... I'm trying to have something like 273 of the LN1 game screens redone on A8, Objects, weapons and Players frames. I don't know how much time this will take. When I get this, and if someone interest in I'll post to it all my screens and ideas, with all the engine I am thinking of...
      Probably something will have to be redone to fit into the programmer's needs, but no problem... I am doing things in a way that can be open changing.


      If you want, you can visit AtariAge on A8 Threads in Topic: The things are going..."
      (I have problem to translate to here the Web page)

      But here are two of the screens (not 100%, allmost!...):
      ->link<-
    2.  
      Sorry, this one two:
      The first one of the Last Ninja game series:
    3.  
      Hello.
      Here I am again.
      Todays work:
      • 8:
         
        CommentAuthorKaz
      • CommentTime17 Nov 2009 10:11
       
      Hi Jose,

      Happy to hear you decided to make The Last Ninja screenshots, you can easily take a part in Gfx compo we organized on AtariOnline.pl.

      All the logic is not very dificult to implement. (...) if someone interest in I'll post to it all my screens and ideas, with all the engine I am thinking of...


      Sure, you can post it, screens looks nicely. However it is risky to say "game implementation is easy" when you are not a programmer.

      If you want, you can visit AtariAge on A8 Threads in Topic: The things are going..."
      (I have problem to translate to here the Web page)


      That's easy - just put the link here without bbcode markers:

      ->link<-

      Good luck with TLN implementation and keep us informed!
    4.  
      Hello all.
      Today's work, Level5_Screen START:
    5.  
      Here it is again (Hope it works):
    6.  
      Redone the yesterday screen:
    7.  
      Another thing: you can compare it to the C64 version:
      • 13:
         
        CommentAuthorKaz
      • CommentTime18 Nov 2009 14:11
       
      Nice! I wish you to keep the tempo to the end of your convertion project!
    8.  
      Fixed Master Screen/Status Panel.

      Just have a look how it will be in Level1:
    9.  
      • 16: CommentAuthormono
      • CommentTime21 Nov 2009 15:11
       
      Looks impressive.
    10.  
      Untill now, todays work:
      (Level2, 2nd screen)
    11.  
      Hello all.

      Redone the Level2_2nd screen (wall,rocks,...)

      I think it's better now.
      Hope you like it.

      Greetings,
      Jose Pereira.
      • 19:
         
        CommentAuthorKaz
      • CommentTime24 Nov 2009 10:11 zmieniony
       
      Jose - hAve you counted how many KBs can all pictures take?
    12.  
      Hello all.

      Please visit AA and the THread: "The things are going on"
      Some things have been changed lately, including a new Master Screen new and final, I think:

      Greetings,
      José Pereira.
    13.  
      Kaz, sorry I forgot to answer you.

      Now the screens are with 1Charset for 3lines. The screen is 27high, so it takes 9Kb. for chars.
      I have scaled the Ninja&Enemy frames to 125%, that they look better on the 1:1 to 2:1 conversion. I now have 5chars wide+1left&1right for all shifting/movements. I need in this way 7chars for Ninja, another 7forEnemy and 1for a cell tottaly covered by PF0-Black to use on the left and right borders.
      It's 15chars. This way I can only use chars (000->112) in each of the screenplay graphics. In 120chars(40charsx3lines) 8/9chars have to be the same in the three lines, but that doesn't have any dificulty.


      Greetings to all here,
      José Pereira.
    14.  
      Hello all.

      All fixed and I hope it's the last time and definitive MASTER Screen:
    15.  
      Hello all.

      If you want to keep up to date you can visit hte Thread: "The things are going on" in Atari Age, but here is another screen.

      •level3_river_with enemy_joined.xex.png

      This one a little more dificult.

      I've redone some Ninja&Enemy frames. this is how two of them will look like. This two are like if they were in a game. They use the Pf0-Black and the PMs. for Clothes, Hands, Eyes and Weapons the way I thinked for a real game (the idea I have in mind it could work) and the Priority.

      In the lines Ninja&Enemy moves this Pms. are not used in the screen.

      Hope you like.
      greetings.
      José Pereira
      • 24:
         
        CommentAuthorKaz
      • CommentTime15 Dec 2009 19:12
       
      Nice pcture. Have you found someone to code your idea of game?
    16.  
      Hello to all.

      Sadly no. But no reason not to continue.

      A question here and there... And learn some new things. Join all them and got my ideas.

      some small changes:


      Hope you like.
      Greetings.
      José Pereira.
      • 26:
         
        CommentAuthorMaW
      • CommentTime16 Dec 2009 19:12
       
      i think about it: is it possible to make it in turbobasic ? With asm support ?
    17.  
      Hello all.

      I don't know if it's possible with TurboBasic, probably very difficult.

      Byu the way, just see this possible Level3 screen of LN1.
      Only Player2&3 used in PRIOR0. P0&1 free for Ninja/Enemy Weapons/Clothes/Eyes,Hands,... Also not using any MIssile (can be eachother or as 5th Player.
      28colours and if you add the Status Panel at the bottom, how many?

      Greetings to all.
      José Pereira.
    18.  
      Soory, no screen. Here it is:
      José Pereira.
      • 29: CommentAuthorirwin
      • CommentTime19 Dec 2009 10:12
       
      José, nice pictures but please don't save in no-Atari resolutions like 250x179 or else with turned on bilinear filtering. Insteed that use for example "Save picture" from Atari800win emulator.
    19.  
      Todays one. Tokes me 3hours. Not bad.

      José Pereira.
    20.  
      I didn't like very much the side of the Animal Car, so I fixed it. I think it's better now:

      Keep sending your comments/suggestions/ideas...
      Greetings.
      José Pereira.
    21.  
      Todays screen redone (Level6):
      (17colours on Screenplay)
    22.  
      Todays hard work!...
      O.k. not hard, just a little bit.
      I continue to use only Players2&3. But this time I didn't even use any Missiles.
      I get 31colour on this A8 screen (instead of this the C64 only has 13colours).

      The things are more clear day by day (PM0&1 for Players Clothes/Weapons, Bodies,...?). And the Japanese Symbols are from Backgr. colour)

      Hope you like.
      • 34:
         
        CommentAuthorKaz
      • CommentTime23 Dec 2009 19:12
       
      Which one palette you are using in emulator and G2F?
    23.  
      Hello all and Merry christmas.

      I'm using the normal G2F pallette.
      And then save the screen on the Atari800WinPlus Emulator.
      On the Emulator I didn't change the pallette.

      But probably, the last two screens I tried some different palletes (I don't remember now, and I'm on the Streets...).


      I will try later to read the other Thread here about the Pallette Colours.

      But, Kaz, what would you think it is the most real Pallette to use in G2F and Atari800WinPlus Emulator?
      What are the most true one like if it was a real machine in the old days (PAL and NTSC)?

      Thanks.
      Greetings and hope you all receive lots of presents!
      José Pereira.
      • 36:
         
        CommentAuthorKaz
      • CommentTime27 Dec 2009 01:12 zmieniony
       
      Merry Christmas Jose,

      We discussed a lot about Atari palettes, here for example:

      ->link<-

      I personally use OliverPAL.act for emulator and G2F, seems to fit my real Atari palette. However, Laoo.act and g2f.act are not bad too, I used them previously. You can compare all PAL palettes here:

      ->link<-

      Honestly I don't have too much expierence with NTSC colors, so it's better for you to use Fox's colors generator to compare your Atari palette (if you have any real hardware):

      ->link<-
    24.  
      Todays "HARD WORK":


      An A8 Happy NewYear to all.
      José Pereira.
    25.  
      A try to do a Master Screen:
    26.  
      And by the way the Explanation:

      greetings.
      José Pereira.
      • 40: CommentAuthorirwin
      • CommentTime6 Jan 2010 19:01
       
      Very nice screen design!
      How you get proper colors to pmg prior0? Yours pictures with this feature looks great! (pink home at picture from 23 dec 2009 or sword in this picture)
      • 41: CommentAuthorGonzo
      • CommentTime4 Feb 2010 23:02 zmieniony
       
      The Last Ninja na A8 będzie wyglądać mniej więcej tak



      Na razie pozostawiam to bez komentarza, żeby nie zapeszyć ;)
      Prawie wszystko co najważniejsze jest już prawie gotowe, trzeba to tylko dopracować i poskładać w całość. Gry z tego nie będzie, raczej coś w rodzaju demka, a może...

      Wszelkie sugestie zostaną wzięte pod uwagę :)
      • 42: CommentAuthorcaruso
      • CommentTime5 Feb 2010 01:02
       
      Jak to "gry z tego nie będzie"? PROTESTUJĘ!!!
    27.  
      Hello Gonzo.
      Nice to see you've done new things.

      From what we've discussed in AtariAge, I think would be better if you re-design the Ninja/Enemys Frames.

      I've redone it to 120%horizontal and get this:
      (if you are good in design, little changes and you have all the frames reworked. You need to add the the Ninja Jump/Backwards movement, but you've already done it in the "Mansion/Castle" picture)
      • 44: CommentAuthorGonzo
      • CommentTime9 Feb 2010 23:02
       
      caruso, nie powiedziałem, że napewno nie będzie, dodałem na końcu "a może" :)



      Cała trudność polega chyba na tym, że trzeba stworzyć mnóstwo sprite'ów (są chętni?), ale może nie jest to konieczne. W załączonym pliku zmieniają się tylko dwie klatki, a wrażenie ruchu jest nie najgorsze. Oczywiście Ninja jest zaanimowany na ośmiu klatkach, ale zrobiłem błąd, którego w tej chwili nie naprawię, dlatego puszczam to co mam.
      • 45: CommentAuthorirwin
      • CommentTime10 Feb 2010 15:02
       
      Bardzo ładnie Ci to wyszło, co prawda postać swym ruchem "niszczy" tło, ale to jest pewnie do poprawienia.
      • 46: CommentAuthorGonzo
      • CommentTime12 Feb 2010 22:02
       
      irwin - będzie ok. :)
      • 47:
         
        CommentAuthormiker
      • CommentTime13 Feb 2010 08:02
       
      A ja myślę, żeby po trochu użyć też grafy Jose'a (może, jak zajdzie taka potrzeba, po lekkim uproszczeniu, ale zawsze). No i fazy ruchu bohatera też można "jego" wziąć (przyznam się, że po cichu liczę, że "coś" z tego będzie :) ).
      • 48: CommentAuthorGonzo
      • CommentTime16 Feb 2010 22:02
       
      miker - nie da rady, próbowałem, nie wychchodzi. Sprite'y z resztą nie są już problemem. Z ważniejszych rzeczy została do zrobienia mapa dozwolonych ruchów i umieszczenie grafiki w dodatkowej pamięci (nie bardzo mam pojęcie jak to zrobić).
      Ninja ładnie biega po ekranie, a ze sterowaniem nie powinno być większych problemów.

    28.  
      Hello to all.


      Yes, it's been a long time witout this ones.


      I wasn't "sleeping"...
      I tried to know/learn some more things and yes, I think I'm nearly there...


      I've got the colours for the PFs. in all the LN 3Games Serie. This much match with the Ored of the PMs.
      Probably some colours don't seem good but that'shat I have for now.

      I am also trying not to change the C64 Pixels:
      Ex. - Grass in one Screen is PF1 than PF1 in all the Game, and so on.



      I redone this LN3 screen because it was the first of the Series I already have the MasterScreen/Status Area final version.
      Let's see where can I go this Time!...


      A8 Screens:



      Greetings.
      Suggestions/ideas/feelings always welcome
      José Pereira
    29.  
      C64 Version: