Entry Thread - Rock Paper Scissors Lizard Sbock

Moderator: Moderators

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by dougeff » Wed Mar 01, 2017 1:18 am

This is the latest build. Shouldn't have any CHR-RAM corruption (no writes to PPU 0-1fff).
Attachments
Rock6.nes
(24.02 KiB) Downloaded 310 times
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by dougeff » Wed Mar 08, 2017 9:26 am

Opinions please. Better, or worse ?
Attachments
Rock10.png
Rock10.png (3.06 KiB) Viewed 7859 times
Rock9.png
Rock9.png (3.07 KiB) Viewed 7859 times
Rock8.png
Rock8.png (2.93 KiB) Viewed 7859 times
Rock7.png
Rock7.png (3.19 KiB) Viewed 7859 times
nesdoug.com -- blog/tutorial on programming for the NES

tepples
Posts: 21706
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by tepples » Wed Mar 08, 2017 10:10 am

I'm liking the new art style.

Something else you could do during the countdown is show small icons in the bottom half, reminding the player of which button does each move. Then once both players have entered their move, remove the icons.
Rock_reminders.png
Rock_reminders.png (1.42 KiB) Viewed 7854 times

Here's what I did in GIMP:
  1. Crop icon to 64x64 pixels
  2. Select the white background, grow 1, and fill with black in a new layer
  3. Select the white background, shrink 1 not from edges, and fill with white
  4. Flatten Image
  5. Shrink to 24x24 pixels
  6. Convert to original palette

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by dougeff » Wed Mar 08, 2017 10:13 am

Good idea. I'm actually nearly out of usable tiles for NROM size game. But will consider.
nesdoug.com -- blog/tutorial on programming for the NES

tepples
Posts: 21706
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by tepples » Wed Mar 08, 2017 10:23 am

Then simplify the digits in the countdown to use fewer tiles, such as the "2" seen here.

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by dougeff » Wed Mar 08, 2017 10:28 am

I think I could remove unused Alphabet characters, might give me 5-10 more tiles.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
tokumaru
Posts: 11437
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by tokumaru » Wed Mar 08, 2017 10:38 am

The new art style is MUCH better, IMO.

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by dougeff » Wed Mar 08, 2017 11:14 am

After cutting unused Alpha and comma and &, I have 11 unused tiles.

Big numbers use about 45 tiles. I suppose I could redesign, and make a 16x16 pixel version of each character...4 tiles x 5 characters = 20 tiles. That's doable.

24x24 pixel = 3x3 = 9 tiles x 5 characters = 45 tiles...possible, but less likely.
nesdoug.com -- blog/tutorial on programming for the NES

M_Tee
Posts: 405
Joined: Sat Mar 30, 2013 12:24 am
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by M_Tee » Wed Mar 08, 2017 11:32 am

I like it a lot. It has a whole lot of charm. Did you hand draw these?

I also support the idea of having some kind of visual representation of the button mapping during game play.

Also, perhaps some color and geometric shapes could help the rest of the screen, something like the attached, perhaps (or with black text for something less extreme.)
Attachments
rps001.jpg
rps001.jpg (11.6 KiB) Viewed 7839 times

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by dougeff » Wed Mar 08, 2017 12:48 pm

Yes, I hand drew these. The Sbock image looks a lot like a cartoon I used to draw in college.

I think the title screen was influenced by a T-shirt design, but I can't find an image/link.
nesdoug.com -- blog/tutorial on programming for the NES

na_th_an
Posts: 543
Joined: Mon May 27, 2013 9:40 am

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by na_th_an » Wed Mar 08, 2017 2:06 pm

I completely dig the new art. I think it is much better and pleasant to the eye than the original. I say go for it!

tepples
Posts: 21706
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by tepples » Wed Mar 08, 2017 10:10 pm

dougeff wrote:I think the title screen was influenced by a T-shirt design, but I can't find an image/link.

Knock yourself out: fist t shirt

User avatar
Broke Studio
Formerly glutock
Posts: 164
Joined: Sat Aug 15, 2015 3:42 pm
Location: France
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by Broke Studio » Wed Mar 08, 2017 10:59 pm

dougeff wrote:Opinions please. Better, or worse ?

Better !
My first game : Twin Dragons available at Broke Studio.

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by dougeff » Mon Mar 13, 2017 11:31 am

I think it might be done. I didn't change the actual game play, just the graphics and music.

I kind of ripped off M_Tee's idea. And tepples. Thanks.
Attachments
Rock9.nes
(24.02 KiB) Downloaded 307 times
nesdoug.com -- blog/tutorial on programming for the NES

M_Tee
Posts: 405
Joined: Sat Mar 30, 2013 12:24 am
Contact:

Re: Entry Thread - Rock Paper Scissors Lizard Sbock

Post by M_Tee » Mon Mar 13, 2017 9:53 pm

It's not a rip-off if I offered it. I'm glad to have been of help. I also like the intro screens that show the controller screen and rules. I think the antialiasing on the larger numbers might look better as the medium blue used in the background instead if grey though (considering that it's used to transition to the light blue background and not white).

Post Reply