Metal Blast 2277 - Sega Genesis / Mega Drive - FREE release!
Moderator: Mask of Destiny
Metal Blast 2277 - Sega Genesis / Mega Drive - FREE release!
In development "Metal Blast 2277" (or "Project C") for Sega Genesis. Run'n'Gun fusion "Contra: Hard Corps" and "Comix Zone" or "Boogerman" (art style). WIP.
Video: https://youtu.be/n9moE8HYudY
Video: https://youtu.be/n9moE8HYudY
Last edited by SegaTim on Tue Jul 21, 2020 7:23 pm, edited 5 times in total.
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Re: Project C - WIP - Sega Genesis / Mega Drive
That parallax is really good. The foreground could use a little work, but it's just early progress.
Re: Project C - WIP - Sega Genesis / Mega Drive
Hope you like constructive criticism, because here it comes:
- I suggest to make main character more detailed or is going to be boring pretty fast.
- Putting a separated bar on top seems ugly nowadays.
- Palm trees on the closest plane could be a bit taller this way are more integrated into the trees on the other plane.
- Trees on the farthest plane could benefit from one more scroll just in the middle.
The sky + water line is very impressive, usually the lack of colors shows very poorly in this type of gradient, who have you done it?
Just out of curiosity: have you structured the game like this?
Sky + Mountains + Deep trees -> Plane B priority=0
Closest trees -> Plane A priority=0
Platforms -> Plane A/B priority=1
Main character -> Sprite priority=1
- I suggest to make main character more detailed or is going to be boring pretty fast.
- Putting a separated bar on top seems ugly nowadays.
- Palm trees on the closest plane could be a bit taller this way are more integrated into the trees on the other plane.
- Trees on the farthest plane could benefit from one more scroll just in the middle.
The sky + water line is very impressive, usually the lack of colors shows very poorly in this type of gradient, who have you done it?
Just out of curiosity: have you structured the game like this?
Sky + Mountains + Deep trees -> Plane B priority=0
Closest trees -> Plane A priority=0
Platforms -> Plane A/B priority=1
Main character -> Sprite priority=1
HELP. Spanish TVs are brain washing people to be hostile to me.
Re: Project C - WIP - Sega Genesis / Mega Drive
My biggest grip is the walking animation, it's slow and the low keyframe count isn't helping so when you start running it feels like you're still standing. But I'm assuming it's early WIP and that it isn't the full-fledged animation.
Huuuuuuh the background looks just linescrolled to me. Doesn't seem like there's any fancy layer priorities going on here.
Sik is pronounced as "seek", not as "sick".
Re: Project C - WIP - Sega Genesis / Mega Drive
mmmmh... no, the trees on the bottom overlap with the ones on the top... unless is done with sprites. Which is not a bad idea since the other way you can't put tiles on top of (main) characters.
The overlapping is not notorious but as I said earlier it may be bigger for a better integration/impression.
- Attachments
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- 2planes.jpg (101.49 KiB) Viewed 25659 times
HELP. Spanish TVs are brain washing people to be hostile to me.
Re: Project C - WIP - Sega Genesis / Mega Drive
Miquel wrote: ↑Wed Jan 10, 2018 9:30 pmmmmmh... no, the trees on the bottom overlap with the ones on the top... unless is done with sprites. Which is not a bad idea since the other way you can't put tiles on top of (main) characters.
The overlapping is not notorious but as I said earlier it may be bigger for a better integration/impression.
It setgfxplane B and setgfxplane A. Not sprites or Priority.
Re: Project C - WIP - Sega Genesis / Mega Drive
???
Are you saying that all the trees are done with a single plane?
Then I must go to the oculist because I see how they overlap.
To increment my astonishment the gif you posted uses priority. ???
HELP. Spanish TVs are brain washing people to be hostile to me.
Re: Project C - WIP - Sega Genesis / Mega Drive
Re: Project C - WIP - Sega Genesis / Mega Drive
Welp.
Then yeah that's barely worth it, may as well add more overlap if going that way.
Then yeah that's barely worth it, may as well add more overlap if going that way.
Sik is pronounced as "seek", not as "sick".
Re: Project C - WIP - Sega Genesis / Mega Drive
You are right, no priority used (or all are 0). Good thinking! I didn't realize that you can do it that way.
And still you can use plane A with priority 1 to put tiles on top of characters, the only thing you have lost is the top portion of the screen. Nice!
HELP. Spanish TVs are brain washing people to be hostile to me.
Re: Project C - WIP - Sega Genesis / Mega Drive
First enemy and HUD:
Re: Project C - WIP - Sega Genesis / Mega Drive
Nice!
How do you handle the score-to-display conversion? I tend to try to avoid division and multiplications, I mean.
Are you doing it in asm or C, by the way? The 68000 got a BCD mode, I've read so I guess using that would be preferred?
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Re: Project C - WIP - Sega Genesis / Mega Drive
Thanks!
I use simple drawTiles on GFX plane Window +Priority function and Print text with HIGH Option TEXTPRIORITY - Sets the tile priority of text printed using the text printing commands. This command makes no difference in distinguishing priorities between tile planes A and B, but sprites that are shown over high priority text will be shown behind the text.
Re: Project C - WIP - Sega Genesis / Mega Drive
3 options:
- Maintain both representations separately
- Use a formula developed by hardware designers
- (Or as you have said) use low level instructions
HELP. Spanish TVs are brain washing people to be hostile to me.
Re: Project C - WIP - Sega Genesis / Mega Drive
Found out that 68000 ABCD only do byte as size,which will probably make the asm part just as complicated as in C.
So, this is what internet gave me:
Code: Select all
u32 BCDadd(u32 a, u32 b)
{
t1 = a + 0x06666666;
t2 = t1 ^ b; // sum without carry propagation
t1 = t1 + b; // provisional sum
t2 = t1 ^ t2; // all the binary carry bits
t2 = ~t2 & 0x11111110; // just the BCD carry bits
t2 = (t2 >> 2) | (t2 >> 3); // correction
return t1 - t2; // corrected BCD sum
}
Freaking awesomeness.
Then for the score, I have a index-pointer on what digit to update so I don't have to update all digits each frame.
So, SegaTim, how do you do all of this? How do your text printing commands look when handling numbers?
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