leonardo
Abandoned Uranium Working
Posts: 17
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Post by leonardo on May 17, 2016 13:17:35 GMT
Hi i'm new and i am learning. I wanted to realize a game where all sprites are silhouette. (black sprites) In this way i am hope to reduce the "colour clash" effect and have colourful backgrounds. I decided that each block shall have "paper" black colour and one "ink" colour. i thought it was working but it doesn't. As you can see in the following pictures, when the "boy" passes over the block the effect is reversed. I don't get what i want. It is a XOR effect, instead i want a AND between black colour of the sprite and the black colour of the block. Am i doing something wrong? Did i mixed "paper" with "ink"? Any suggestions? Thanks Leonardo game1.scr (6.75 KB) game2.scr (6.75 KB)
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Post by kas29 on May 17, 2016 17:03:23 GMT
Hello Leonardo. You can try so... 1. If it is a block, then write the conditions to the sprite boy in a collision with a block disappeared and reappeared after passing through the block. 2. If it's a sprite, then same as(1), or Vice versa... Otherwise, only the xor method..
Sorry for machine translation.
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leonardo
Abandoned Uranium Working
Posts: 17
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Post by leonardo on May 18, 2016 10:11:08 GMT
Thanks for you reply.
I'm not happy about that. Removing the blocks was one of the idea i had but i didn't like it.
The point is that i am trying to make a game that does not have a black background. I'm trying to design something different.
If i don't find a graphical solution that i like i might pass to the CPC version.
Ciao
Leonardo
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Post by andrewvanbeck on May 18, 2016 13:33:59 GMT
Unfortunately there's not a lot you can do - we can't change the graphics mode... maybe it will be possible with a new version of AGD, but currently we're stuck with inverting pixels. It is possible of course to draw different sprites and mimic any look you want, but only for certain cases, like for a single repeating backdrop tile for example, and even then it would eat up memory like nobodies business.
I'd say you have 3 options... Switch to CPC - I think the AGD version on CPC is a bit older than the Speccy one. Wait for AGD5 and hope that there are the required options. Switch development to another language, like Boriel ZXB - by no means as straightforward as AGD, but it might be worth looking into the sprite engines for Boriel. Personally I like Nirvana, a bicolour engine (8x2 attributes) - no good for your needs but there are options.
It's a shame, because this is the second Limbo style silhouette game I've seen in AGD, and they should work great, until they run into the pixel headaches.
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Post by alessandro on May 18, 2016 14:11:59 GMT
Fourth option: simply try not to make sprites mingle with background items, but if you have to, ensure the SPRITEINK colour is the same as the INK colour of the item. You could also insert two SPRITEINK commands in the sprite event code - one at the start with the sprite colour, and one at the end with the required background INK colour. Just ensure that the items (e.g. platforms) that sprites can pass through all have the same INK colour, or you will "smear" them with the sprite's own INK colour. My latest AGD-authored game, Seto Taisho Vs Yokai, employes both of these tricks.
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leonardo
Abandoned Uranium Working
Posts: 17
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Post by leonardo on May 19, 2016 7:15:07 GMT
Thanks Alessandro.
I'll keep experimenting AGD for spectrum, trying and get the best of it. I'll concentrate with the movements then.
By the way, i have appreciated your game and Spectrumpedia.
Thanks Endorian Forest
Limbo is exactly the game style i was looking forward to realize.
one more question. Which is the first game "limbo" style you have seen on AGD?
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leonardo
Abandoned Uranium Working
Posts: 17
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Post by leonardo on May 19, 2016 7:17:13 GMT
Thank Endorian Forest.
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Post by alessandro on May 20, 2016 12:56:58 GMT
By the way, i have appreciated your game and Spectrumpedia. Thanks Sei italiano?
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leonardo
Abandoned Uranium Working
Posts: 17
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Post by leonardo on May 20, 2016 16:04:32 GMT
Di Firenze. Faccio parte del Firenze Vintage Bit. Sono commodoriano per natura ma l'AGD รจ troppo bello.
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Post by roland on Jul 5, 2016 21:15:58 GMT
Apologies if what i suggest has already been mentioned here. Im toying with the following suggestion for my CPC creations (when I get the time)
Cant a black mask of the player sprite be put in place first followed by the colour sprite? The mask removes any potential colour clash.
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tdp
Cold Store
Posts: 4
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Post by tdp on Jul 6, 2016 23:58:54 GMT
Fourth option: simply try not to make sprites mingle with background items, but if you have to, ensure the SPRITEINK colour is the same as the INK colour of the item. You could also insert two SPRITEINK commands in the sprite event code - one at the start with the sprite colour, and one at the end with the required background INK colour. Just ensure that the items (e.g. platforms) that sprites can pass through all have the same INK colour, or you will "smear" them with the sprite's own INK colour. My latest AGD-authored game, Seto Taisho Vs Yokai, employes both of these tricks. So, to do what you have suggested, do I (for example):- SPRITEINK 4 . . Event code here . . SPRINTINK 8 Is that right? Nice game btw. Pretty tough. I like the colourful environments.
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Post by alessandro on Jul 7, 2016 11:43:55 GMT
SPRITEINK 4 . . Event code here . . SPRINTINK 8 Is that right? No, after the last SPRITEINK you should specify the INK colour for the background, and 8 is not a valid colour, unless you select a different value from 7 in the SPRITEINK Mask option in the Miscellaneous menu. Quoting from the AGD manual, Nice game btw. Pretty tough. I like the colourful environments. Thank you! But if you find Seto difficult, you probably haven't played my previous games which are even tougher
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Post by andrewvanbeck on Jul 7, 2016 11:46:10 GMT
If you need to have backdrop blocks with actual pixel details on them, perhaps making them custom blocks is an idea. I mean, if you make any block that would suffer from colour clash a custom block, you could do a IF CUSTOM, and skip the SPRITEINK commands... IF CUSTOM ELSE SPRITEINK 7 ENDIF So you would only paper over blocks that aren't custom, ones that are solid PAPER colour with black INK will be fine, and ones with detail would be set as CUSTOM - there will still be clash, but it won't be permanent. I used this trick in DeadFleshBoy, for example I had a dark shadow at the side of a platform in blue and black, of course the PAPER colour can be set to blue or black, but the transition blocks would need blue PAPER and black INK. So, when my character passes over the blocks with detail, it would just invert that, so not a huge issue really, not too noticeable and no permanent clash... of course there is plenty of permanent clash in DFB, but that's because it's supposed to be blood splashing over stuff I do sometimes check if a sprite can move left or right before using SPRITEINK as well, this helps ensure that the sprite isn't imbedded in a solid block and will colour it with the sprite... avoiding clash on 'platform' blocks might be impossible though.
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tdp
Cold Store
Posts: 4
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Post by tdp on Jul 7, 2016 20:34:09 GMT
Thank you! But if you find Seto difficult, you probably haven't played my previous games which are even tougher Challenge accepted!!!! Will have to give them a go. Seriously, still having a problem when my character walks over a platform block. It's colour is now forever changed.
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Post by alessandro on Jul 8, 2016 8:51:20 GMT
Seriously, still having a problem when my character walks over a platform block. It's colour is now forever changed. Does "It's" refer to the character, or to the platform block? If it's the latter, make sure that all platform blocks have the same INK value of your character sprite and of the empty background blocks. E.g. in Seto Taisho all platform and column blocks have white INK and all enemy sprites have a SPRITEINK 7 value placed at the end, in order to avoid "smearing" the blocks when they pass over them. And Seto's own sprites are white themselves, in fact.
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