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Running Games and Apps.

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Gunnar von Boehn
(Apollo Team Member)
Posts 4971
18 Sep 2020 14:49


Antony Coello wrote:

I just would like to make the best use possible
 

What do you like to port/develop exactly?
Are you part of the developer channel in our live online chat?



Antony Coello

Posts 62
18 Sep 2020 16:48


Gunnar von Boehn wrote:

Antony Coello wrote:

  I just would like to make the best use possible
 
 

 
  What do you like to port/develop exactly?
  Are you part of the developer channel in our live online chat?
 

Its a fairly complex 2D platform game thats currently 90% code done and ~30% assets on the PC, so wont get any of the 'exitement' from people after stunning 3D titles, but I think it could do well on a Vampire system and would be well suited.

Also, no, I am not part of the developer channel. Unfortunately, I have no working Vampire board, therefore, Im not really classing myself as a Vampire developer...yet.

Hope to get the A500 +V2 running in the next few weeks, so I will start to look at all the Vampire specific compilers and documentation in more detail then. (And pick your brain a bit more on implementation specifics if thats ok).



Gunnar von Boehn
(Apollo Team Member)
Posts 4971
18 Sep 2020 16:50


Antony Coello wrote:

Also, no, I am not part of the developer channel. Unfortunately, I have no working Vampire board, therefore, Im not really classing myself as a Vampire developer...yet.

Our channel is great for asking all kinds of dev-questions getting tips and advice.

2D games are my favorite.
What screensize do you plan for 320x240, 640x480, bigger?
What color format do you aim for, 256color , hicolor?


Antony Coello

Posts 62
18 Sep 2020 17:12


Well Gunnar, the game as is now is currently set for 1024x768, so fairly square 4:3 ratio (I originally started in 2001!), however, I have given it a fairly flexible framework, so the resolution can be anything from 320x200 to 1920x1080 or more really.

Colour depth: As I am designing it with an 'old school' pixel art look in mind, the colour is around 256, but again, the framework will do 4 to 24bpp.

On the PC, I even have a full game asset (and to a degree) framework editor, so the end user doesnt even have to keep the same game. You can do something like StreetFighter 2 or Bubble Bobble just by changing some variables and drawing your own graphics.




Gunnar von Boehn
(Apollo Team Member)
Posts 4971
18 Sep 2020 17:25


Antony Coello wrote:

  Well Gunnar, the game as is now is currently set for 1024x768, so fairly square 4:3 ratio
 
 

 
The game is hand painted 2D GFX ?
Do you have some pictures to show?

I assume if the Sprites/GFX are drawn for a certain resolution then you can not use them on another so easily?
Or how would this work?


Antony Coello

Posts 62
18 Sep 2020 17:56


Of course, changing the screen mode you would have to redraw the graphics to suit; no scalable hardware sprites.

I dont have a recent build to hand, but if you have a PC/Laptop with XP I can send you an old demo . (Can you do PM's here?)

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