Agreed! My demo is only 267/4096 bytes so far, and I only need to add a few more features, before I'm satisfied with the results.tokumaru wrote:I'm interested!
I think the Atari 2600 has a lot of charisma too. It was often badly underused back in the day, but its limitations can be really fun to get around, and the results can look very impressive if you know what you're doing.
I haven't coded the status bar at all, yet. It's just an empty kernel, waiting for 16 lines.
It's somewhat of a port of my cancelled Cat Quest game for the NES. I figured I'd make the NES scene look like a bunch of chumps, by making a superior game, on "inferior" hardware!
This is the planned title screen, using a sprite-based kernel, in several separate loops:
I have a decent handful of sprites made, too:
...and, I've experimented with scanline coloring: (I haven't decided if I like it, yet)
A concept for the dragon boss:
My playfield kernel has 2 layers (1 tile block, every 2nd line), so a complex scene like this, is easily possible:
Well, that's funny, that honor actually went to the Intellivision game that recycled some of my art assets!tokumaru wrote:Best looking Intellivision game ever.
Sorry if I'm sounding a little negative when talking about the Spectrum. It's not my intention to bash it or dissuade anyone from coding for it. I just think that there are way more interesting designs out there. But hey, people fall in love with consoles and computers for different reasons, so if you really feel a connection with the Spectrum for whatever reason, go for it. I mean, most people in the real world think that all of these machines are worthless, but that doesn't stop us from working with them.
(I opted out of receiving credit for my work, so I won't bother linking to that particular game.)
I'm not trying to be negative about the Spectrum, either. It's just as a programmer with a fascination with creating visuals on older hardware, the color clash just feels like it's too much. There's similar consoles, that simply handle the colors better.
Those tiles look pretty good! I forget the MSX restrictions exactly-- but can't you switch the two colors, for every 8x1 slice?Drag wrote:Also, while we're talking about the MSX, I shared this screenshot a long time ago, but there's something I did that nobody noticed (probably because nobody had any reason to look for it):
[attachment MOTOMODO-3.png]
The background is MSX compatible, it just needs colors from the MSX palette.
[attachment motomodo_tiles.png]
It was a fun exercise, and I did it because I wanted to eventually test out if these "1bpp" graphics would compress better than the same graphics done in proper 2bpp, but I never got that far.
It'd be interesting to see some extra color thrown into these tiles, to show off the hardware's abilities!
Oh, sure I have a few! A port of my (cancelled) Cat Quest game, and a Dragon Quest-like RPG.OmegaMax wrote:Not trying to derail this thread but Alp do you have anymore screen/mockups for intellivision?
I did have a Mario-like platformer too, but I can't seem to find it? Oh well...
Both of these are rough, and unpolished, because I settled with developing the other game, shown above. (which was scrapped anyways, but whatever.) [moderator: attached images from local cache]