Sweet'n'Soft Waffles project.

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Tomahomae
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Sweet'n'Soft Waffles project.

Post by Tomahomae » Mon Mar 09, 2020 5:06 am

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.
platform_big.rar
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Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Tue Mar 10, 2020 11:12 am

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.
S&SW sketch.rar
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Chilly Willy
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Re: Sweet'n'Soft Waffles project.

Post by Chilly Willy » Tue Mar 10, 2020 4:20 pm

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.

Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Wed Mar 11, 2020 3:31 am

Chilly Willy wrote:
Tue Mar 10, 2020 4:20 pm
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.
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.
b2t_61.part1.rar
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b2t_61.part2.rar
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Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Wed Mar 11, 2020 12:52 pm

The punching sprite finally have proper animation.
S&SW v0.1.rar
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Chilly Willy
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Re: Sweet'n'Soft Waffles project.

Post by Chilly Willy » Wed Mar 11, 2020 1:58 pm

Still got pink frames, though. :D

Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Wed Mar 11, 2020 3:55 pm

Chilly Willy wrote:
Wed Mar 11, 2020 1:58 pm
Still got pink frames, though. :D
I''ll try to solve this problem later, if I'll able to find its reason.

SegaTim
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Re: Sweet'n'Soft Waffles project.

Post by SegaTim » Fri Mar 13, 2020 10:55 am

Tomahomae wrote:
Wed Mar 11, 2020 3:55 pm
Chilly Willy wrote:
Wed Mar 11, 2020 1:58 pm
Still got pink frames, though. :D
I''ll try to solve this problem later, if I'll able to find its reason.
Her reason: crooked hands.

The first color in the palette is transparent.
Attachments
Pal0.png
Pal0.png (12.5 KiB) Viewed 13243 times

Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Sat Mar 14, 2020 3:46 am

SegaTim wrote:
Fri Mar 13, 2020 10:55 am
Tomahomae wrote:
Wed Mar 11, 2020 3:55 pm
Chilly Willy wrote:
Wed Mar 11, 2020 1:58 pm
Still got pink frames, though. :D
I''ll try to solve this problem later, if I'll able to find its reason.
Her reason: crooked hands.

The first color in the palette is transparent.
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?
S&SW v0.2.rar
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Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Wed Mar 18, 2020 1:44 am

Thanks for SegaTim for solving my problem.
S&SW v0.3.rar
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Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Wed Mar 18, 2020 12:10 pm

Looks like I have no more free pallets for enemy sprites. What solution will you offer?

Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Thu Mar 19, 2020 4:35 pm

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.
S&SW v0.4.rar
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SegaTim
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Re: Sweet'n'Soft Waffles project.

Post by SegaTim » Thu Mar 19, 2020 4:40 pm

Only ROM, please.

Tomahomae
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Re: Sweet'n'Soft Waffles project.

Post by Tomahomae » Fri Mar 20, 2020 8:13 am

SegaTim wrote:
Thu Mar 19, 2020 4:40 pm
Only ROM, please.
But nobody will be able to find out the reasons of various problems without source then.

Chilly Willy
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Re: Sweet'n'Soft Waffles project.

Post by Chilly Willy » Fri Mar 20, 2020 12:39 pm

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! :lol:

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