Karoshi MSX Community
05 de Julio de 2021, 10:40:54 am *
Bienvenido(a), Visitante. Por favor, ingresa o regístrate.

Ingresar con nombre de usuario, contraseña y duración de la sesión
Noticias:
 
   Inicio   Ayuda Buscar Ingresar Registrarse  
Páginas: [1]
  Imprimir  
Autor Tema: Nebulus  (Leído 9822 veces)
0 Usuarios y 1 Visitante están viendo este tema.
Maggoo
Karoshi Newbie
*
Mensajes: 29


« : 13 de Mayo de 2014, 02:01:04 pm »

One game that I think should be ported to the MSX is Nebulus. Even the Spectrum version is pretty decent and playable.

https://www.youtube.com/watch?v=85N6pOjkRsw

The game mechanics are pretty simple for a platform game, the main difficulty is figuring out how to render the rotation effect of the tower (I'd assume pattern mode is probably best for it) and perhaps have a clipping routine for the enemies when they turn around the tower. 

The underwater level is also within reach of the MSX1.

Has anyone looked at that game?
En línea
mäsäxi
Karoshi Lover
***
Mensajes: 121



Email
« Respuesta #1 : 22 de Mayo de 2014, 07:50:48 am »

This was fun game on Amiga! Smiley I have thought for a long time that this game should be converted to MSX too, so I have had similar thoughts. Smiley As a monochrome screen game, Spectrum version looks nice, but I have thought, that as platforms are always moving horizontally only (except lift, which moves blocky way on Amstrad too), there shouldn´t be too much colour clash problems, even better, if each tile next to platform could be always black. So tower background could be monochrome, but platforms should be colourful, hopefully each 8x1 line having own colour to get a nice shiny effect, but even just having monochrome colour which is different than background (=tower) colour, would be nice!

When sprites turn around the tower, simple way to make them disappear/arrive quite smoothly could be as simple as defining few "disappearing frames" for sprites, like these four frames to make 16x16 sprite ball disappear behind the right side of the tower. Each sprite enemy would need few extra frames then, though. But at least it would be a simple way to do that.

 xx
xxxx
xxxx
 xx

xx
xxx
xxx
xx

x
xx
xx
x


x
x


Atari 7800, here you can get some idea, how it could look like on MSX, if tower part gets ported straight from Spectrum, with added sprites

http://atariage.com/screenshot_page.html?SoftwareLabelID=713&ItemTypeID=SCREENSHOT

Amstrad
http://www.cpc-power.com/index.php?page=detail&num=1499

Spectrum
http://www.worldofspectrum.org/infoseekid.cgi?id=0003377

Commodore 64
http://www.lemon64.com/
En línea
Maggoo
Karoshi Newbie
*
Mensajes: 29


« Respuesta #2 : 15 de Junio de 2014, 01:16:35 pm »

The sprites clipping around the edges does not sound too complex and the gameplay itself is a simple 2D platformer. The tower rotation is the challenge but I guess this is done with a lot of precalc tiles. Luckily most of the rentering is explaied at http://codeincomplete.com/posts/2013/10/27/rotating_tower_platformer/

Maybe a good starting point...
En línea
nitrofurano
Karoshi Maniac
****
Mensajes: 259



WWW
« Respuesta #3 : 17 de Junio de 2014, 03:04:17 pm »

i think NES/Famicom port is not that bad as reference: https://www.youtube.com/watch?v=8LbqH_4xmoc
En línea
nitrofurano
Karoshi Maniac
****
Mensajes: 259



WWW
« Respuesta #4 : 17 de Junio de 2014, 03:28:34 pm »

just converted a NES screenshot, for taking a look how it would look like (obviously the sprites must be rearranged, and the score table as well - that is just a fast conversion i made now using GrafX2 scripts (i think they can be found at http://nitrofurano.altervista.org/lua/ ) )

« Última modificación: 17 de Junio de 2014, 03:32:21 pm por nitrofurano » En línea
mäsäxi
Karoshi Lover
***
Mensajes: 121



Email
« Respuesta #5 : 01 de Julio de 2014, 06:11:03 pm »

Could you please upload screenshot here?  Thank you! Smiley
En línea
Páginas: [1]
  Imprimir  
 
Ir a:  

Impulsado por MySQL Impulsado por PHP Powered by SMF 1.1.21 | SMF © 2013, Simple Machines XHTML 1.0 válido! CSS válido!