Sweet'n'Soft Waffles project.
Moderator: Mask of Destiny
Sweet'n'Soft Waffles project.
For this time I decided to create a South Korean criminal action doramu-themed mix of Mario Bros./Bubble Bobble/Snow Bros. - Nick & Tom/Tumble Pop/R-Buster Heroes - like single-screen platformer and beat'em-up!, i. e. something like Funky Jet or Metal Savior.
The sample I used as a base of my project was originally intended, if I don't make a mistake, for Two Cyclops or Aratu Bros engine.
First of all, I need a help with an animation code rewrite according a fully another way of sprites data storage.
The sample I used as a base of my project was originally intended, if I don't make a mistake, for Two Cyclops or Aratu Bros engine.
First of all, I need a help with an animation code rewrite according a fully another way of sprites data storage.
Re: Sweet'n'Soft Waffles project.
Thanks for nemezes, I use a newer version of engine now. The new sprite of fist and separate animation for attack in jump will be added later.
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Re: Sweet'n'Soft Waffles project.
Interesting... the BEX file has some background remaining around the character for some frames. When you stand still or jump, the character is surrounded by pink, but not when moving. I like the SBS character better - it's more cartoony, and fits the current background better than the more realistic style in the BEX version.
Re: Sweet'n'Soft Waffles project.
The my source is just a BEX file. About a pink field around standing character, I think it's a problem of BMP2Tile utility (attached below) which I use to convert a graphics. The color coded as FF00FF in 24-bit RGB, are gets rerceived by converters as transperent usually, but with an idle and jump sprites something went wrong. Maybe, the problem occured already at the color reduction stage to 16 colours.Chilly Willy wrote: ↑Tue Mar 10, 2020 4:20 pmInteresting... the BEX file has some background remaining around the character for some frames. When you stand still or jump, the character is surrounded by pink, but not when moving. I like the SBS character better - it's more cartoony, and fits the current background better than the more realistic style in the BEX version.
Re: Sweet'n'Soft Waffles project.
The punching sprite finally have proper animation.
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Re: Sweet'n'Soft Waffles project.
Still got pink frames, though.
Re: Sweet'n'Soft Waffles project.
I''ll try to solve this problem later, if I'll able to find its reason.
Re: Sweet'n'Soft Waffles project.
Her reason: crooked hands.
The first color in the palette is transparent.
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- Pal0.png (12.5 KiB) Viewed 14863 times
Re: Sweet'n'Soft Waffles project.
Now I understood, why trees strangely shining through the sprite at the top of hero's head.
Meanwhile, I made some experiment with changing of sprites dimensions "at the volley", but it turned out to be not very successful. Does anybody here know any better way of fast sprites restruction?
Re: Sweet'n'Soft Waffles project.
Thanks for SegaTim for solving my problem.
Re: Sweet'n'Soft Waffles project.
Looks like I have no more free pallets for enemy sprites. What solution will you offer?
Re: Sweet'n'Soft Waffles project.
The first enemy sprites is added now. I think, I should to use a separate enemy-specific variables as an X and Y coordinates next to unbind the enemy sprite location from player sprite location.
Re: Sweet'n'Soft Waffles project.
Only ROM, please.
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Re: Sweet'n'Soft Waffles project.
You could make the rom name stand out more, or more pack the rom separate from the rest to make it easier on some folk. Anywho, thanks for posting the source as well. I do like looking at code for things... sometimes more than playing the games!