Posted: Tue Mar 12, 2013 11:09 am
I like the new colors. They are more... natural? Before it looked like he had sunburns all over his body 

Sega Megadrive/Genesis development
http://gendev.spritesmind.net/forum/
That's what I'm goin for!TmEE co.(TM) wrote:This looks really good !
I'm a little indecisive here, while as I said earlier, i have been optimizing the palette where I can, I had thought about completely re-doing the colors, but honestly? I worry it will damage it's aesthetical charm, that and I'd much rather be spending my time getting the game running and functional before going for a time sink like that, later on down the track though? who knows, I'm willing to experiment to deliver the highest quality end game....(and besides, there's always Duke Nukem 2...*cough)fripperama wrote: Do you plan to make a completely report, using the same graphics and colors, or will you upgrade the colors (not the sprite art) to the genny stardards?
One idea would be to do a pass in C and then optimize the important bits in assembly. I'm pretty confident you'd be able to pull off a fair bit with decent performance in C. For Propeller, as long as I wasn't blatantly sloppy, things kept running at 60fps. Of course, it wasn't running a complete game yet.dosboss wrote:I think the hardest part will be becoming proficient in 68K ASM ( I know it's not a necessity in most cases, but if you're gonna do something, do it right y'know?),
Yeah, I'm sure by the time I near completion of the engine I'll have a good idea on how it will run performance wise, I'd like to incorporate some assembly in somewhere though, it's always been somewhat of a personal aspiration to get my head around it, that and I find the hardware documentation fascinatingdjcouchycouch wrote: One idea would be to do a pass in C and then optimize the important bits in assembly. I'm pretty confident you'd be able to pull off a fair bit with decent performance in C. For Propeller, as long as I wasn't blatantly sloppy, things kept running at 60fps. Of course, it wasn't running a complete game yet.
For AI, you could try to interpret the x86 code in the binary. Won't be exactly fun, though.
Good old observation, try to understand the rules like they are a black box.djcouchycouch wrote: For AI, you could try to interpret the x86 code in the binary. Won't be exactly fun, though.