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Carnivius — C.P.C. 11th May '13

Published: 2013-05-12 10:47:23 +0000 UTC; Views: 1550; Favourites: 16; Downloads: 10
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Description Revamping my old C.P.C. retro game project. Old screenshots from 2008 can be seen [link] for comparison.

Feeling more confident with the resolution and palette as can probably tell from the shading on the character Jack and the more colourful status bar. Screen size has been cut down as on a real CPC it would struggle to scroll at a decent speed. Got rid of the TIME box in the status bar to shrink that area down. Have been revamping the tileset considerably. The ground/wall tiles are now redone using a chunky rock look I had been doing in my other project Hero:CF which I think looks better than the old grainy look this game used to have. Scrolling and movement is now more 8-bit in feel too. No acceleration/deceleration. It's now much easier to code things now most of it is in 8x8 areas. Smooth slopes movements are now 8 pixel high steps. The messy parallax mountain range of the old demo has been taken out completely and replaced by a static mountain range made of tiles. The clouds too. Overall I'm much happier with the feel and look of it all.

Jack has been reshaped and reshaded. Had to remove idle animation and his hair bouncing when he runs due to memory restraints on a real CPC. That means the amount of sprites needed for his top half have reduced drastically which is good. His leg sprites are also used by the zombie troopers (who are former human prisoners) and the main villain (before his transformation into the megaboss) as they are all from the prison ship Jack was on so they all share the same uniform. Because of their similarities there are extra game modes where the sprites and names can be swapped so you can play as the villain character and even the zombie troopers without much impact on memory at all. Some of the dialogue will change for each and in the case of the zombie troopers the first aid kits are replaced with brains.

Other enemies have all been redesigned. The walking droid in this screenshot is an example of that. The legs of those are seperate from the top so that the 4 frame leg walk animation is shared between the different colour top halfs. Can still jump on them to kill them. Green is now the common default type for that enemy with red being the next one up (slight reference to Koopa Troopas there).

The smaller floating droids are now somewhat 'spiked' and silverish in appearance as I felt the old 'pink bubblegum' look they used to have was all wrong. They look much better now and more 'serious'.

Jack now has a small robot buddy who can access small areas and tunnels for various reasons (collect items, hit switches Jack can't reach, and other things). Since the robot is reprogrammed from the planet's security robot force there are enemy versions of it too (or rather the enemy version is the default and the buddy is taken from them to be come a 'good guy').

16 colours - Amstrad CPC Mode 0 'widepixel' resolution

Scanlines added in PC version of game and can be switched off or made partially transparent.

Regular progress posts can be viewed at [link]
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Comments: 20

Turricanbronko [2013-08-29 20:57:20 +0000 UTC]

C.P.C. in developement again? Yay! 

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Carnivius In reply to Turricanbronko [2013-08-30 10:22:49 +0000 UTC]

Well it was, but then had to stop while I work on graphics I'm actually getting paid quite well to do for a lil while.

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Turricanbronko In reply to Carnivius [2013-09-16 19:55:27 +0000 UTC]

Sad, but getting payed is a good thing, too^^

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Carnivius In reply to Turricanbronko [2013-09-16 20:06:54 +0000 UTC]

Well..when that happens.. it's really hard doing graphics for a game I'm not programming.  So much I can't test out immediately like I can when it's my own project.  And plus.. I really miss my own projects.. I want to get C.P.C. done... grr

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BadBoyOfficial [2013-05-26 21:29:39 +0000 UTC]

I want to pull my eyes off. Don't get me wrong, the spriting looks amazing. But it's that horrible TV effect that hurts my eyes, maybe I'm the only one.

👍: 0 ⏩: 1

Carnivius In reply to BadBoyOfficial [2013-05-26 21:35:56 +0000 UTC]

Then don't look at it...

👍: 0 ⏩: 2

BadBoyOfficial In reply to Carnivius [2013-05-26 21:41:48 +0000 UTC]

Plus you're much of a better spriter than I am so it's okay

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BadBoyOfficial In reply to Carnivius [2013-05-26 21:41:28 +0000 UTC]

No, you didn't get my point. The design is really good man, I didn't mean to offend. I mean the strange filter, it seems to eyeburn.

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Carnivius In reply to BadBoyOfficial [2013-05-26 21:45:37 +0000 UTC]

Not to me. It's the same feature many emulators and emulated games on consoles have, which I use all the time where available because I can't stand modern monitors for low resolution pixel art and am always happy when I see even PS3 re-releases of various old 2D games support the option for scanlines.

Also look at the bottom of the info and you'll see I mention the effect is optional (and since then actually very configurable with both horizontal and vertical scanlines able to be independently altered transparencies). The current look there is how I enjoy my low resolution 2D game playing.

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BadBoyOfficial In reply to Carnivius [2013-05-26 21:49:42 +0000 UTC]

Of course - It's your game, mate. Overall, nice job. I'm looking forward to play it.

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Carnivius In reply to BadBoyOfficial [2013-05-26 21:52:31 +0000 UTC]

Thanks. Sorry if I come off as a bit grouchy tonight. Really tired and the constant sunlight today's giving me a hell of a headache. I am not a sun person...

I like your low res looking sprites

👍: 0 ⏩: 1

BadBoyOfficial In reply to Carnivius [2013-05-26 21:55:47 +0000 UTC]

Don't worry, it's been hell of a long day today. Thanks, I'm a bit worried they look too simple but it's kinda the point of my use of the NES palette. I like your palettes in your other works, awesome job in hue shifting. I'm still learning, you see

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Carnivius In reply to BadBoyOfficial [2013-05-26 21:58:43 +0000 UTC]

Yeah. NES palette is a good way to learn to experiment with making the most out of colours and the interesting effects of necessary hue shifting. My Doctor Who sprites use a NES palette for that reason and to keep me in practice when I ain't doing a full project.

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BadBoyOfficial In reply to Carnivius [2013-05-26 22:00:53 +0000 UTC]

I've seen them - the Hue shifting is pretty much outstanding for a NES palette. I hope someday i'll become as good as you are. Anyways man, I'm going to bed. It's been a pleasure talking with you

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Carnivius In reply to BadBoyOfficial [2013-05-26 22:02:42 +0000 UTC]

Thanks. Yeah I need bed too. Is carnival day tomorrow and I somehow got roped into helping out... bleh.. as long as I get free burgers from the barbecue they're having I'll be ok. Nice talking to you too. Night!

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DreamIn8bit [2013-05-20 13:03:10 +0000 UTC]

Nice

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Arekasadaro [2013-05-13 01:29:15 +0000 UTC]

Hey good luck on this and keep going at it.

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Carnivius In reply to Arekasadaro [2013-05-14 18:47:47 +0000 UTC]

Thanks

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gzegzolka [2013-05-12 19:25:21 +0000 UTC]

I hope that when You finish it - it will be awesome game

👍: 0 ⏩: 1

Carnivius In reply to gzegzolka [2013-05-12 20:16:13 +0000 UTC]

Thanks

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