Work in Progress

Kingmaker, Three Crowns

7

was8bit 2018-11-07 15:44 (Edited)

(NX core 0.11)

Hit (A) to get past intro screen

Am testing a resolution to the limited character graphic issue... this approach will only allow 8 items types and 8 enemies types... level of type could be expressed with different colors...

.... was able to redo the palettes, and now have 6 levels via 6 different levels of color... so that makes 8x6=48 different items and 48 different enemies.. :)


was8bit 2018-11-07 16:00 (Edited)

My issue here was lack of graphic memory, as I was needing several blocks of graphics for one item to simulate different sizes of any one item... items at a distance being small, while items up close being very large...

The max file total size allowed is 32K, and one character graphic set is 8K, so it would used ALL the data for graphics, your max limit would be 4 character sets, with no room for anything else... and projecting my current approach I would get at most maybe 40 items, which isn't much considering that would include all weapons, items, enemies, etc. and as well would prevent me from having any file space for anything else I may need...

My solution will be posted in the form of a demo.... soon... :)


was8bit 2018-11-08 13:41

My basic plan is to do all my item/enemy graphics as single character graphics, and create larger versions on the fly...

.. I believe I can do this as I only need to show 3 things in the maze at a time, one small, one mid sized, and one large sized... once I solve this issue, a real game can be started :)


Timo 2018-11-09 09:32

Or you create a comlete ROM entry with items and dynamically copy the currently visible to video RAM.


was8bit 2018-11-09 11:57

Wowzers, now that's a neat approach... thanks for the tip, I'll have to wrap my brains around that one for while :)


was8bit 2018-11-09 12:12

I actually like that idea... :)


was8bit 2018-11-09 16:42

Well, I did some tests, maximum stack is 3 character sets, as 4 stacked character sets crashes NX, it's abit beyond the limit... 3 character sets yield 48 items/enemies.... by varying the colors I could squeeze out more... so this approach should be doable...

My original approach would have only yielded less than 32... I will study my ZOOM feature just for fun and to test its viability ...


Timo 2018-11-09 16:46

It crashed or you got an error message? It should not crash...


was8bit 2018-11-09 17:35

Well, I had 4 character sets stacked into one file (1-3 worked fine) and ran my test tool which would load file, and get and print file size... testing the 4 stacked I ran my tool, it pauses briefly on a blank screen, the shut down and screen went to my files page.. I removed Test file back to 3 stacks and it ran fine again...

This was on my iPad mini.... I can test on my big iPad with the updated iOS, let me know :)


Timo 2018-11-09 18:16

This shouldn't depend on the device type. I will check it.


was8bit 2018-11-10 05:05

K'


XenonLab 2019-03-24 18:58 (Edited)

Dungeon Master! šŸ˜ LowRes NX also allows you to do this, and we're only in the beta. Congratulations.


was8bit 2019-03-24 19:01

Thanks :)

As NX graphics are currently limited to one set, I had to make some decisions with this game... the intellivison ā€œTreasure of Tarminā€ version has more graphics than I can do here.. but hopefully I can make a playable game of it :)


XenonLab 2019-03-24 19:25

Do I trust that the next releases of LowRes NX will implement an editor with a 16 color palette? like that of PICO-8, because it does not ruin the retro nature of the project but increases the expressive potential in reproducing 8-bit games.

Really nice project.


Timo 2019-03-24 19:43

I will answer more details another day, but Iā€™ll say one thing quickly. NX is almost ready for v1.0 and all the specs are stable now, no big changes are planned anymore.


XenonLab 2019-03-24 20:25 (Edited)

Great news! the more I use LowRes NX the more I like it, so I have full confidence in your Timo work ;)


Timo 2019-04-30 07:14

was8bit, I just saw the video of the original game and they had only one or two zoom versions of objects. No need for more.


was8bit 2019-04-30 08:17 (Edited)

Yep... more would have helped the 3D effect though, but I've resigned to what I have..

They also have slightly better renderings of walls with duo colors that "move" and a half step rendering more in wall manuevering than what I have.... but I'm maxed out my character space...

I added a 2d model of the maze, as in the original i was ALWAYS getting disoriented... so I really like the 2d version in this one... but I think in the final version I'll remove the movement in the 2d version as to leave it in would require adding the items too... it's meant only as a map reference to orient you...

... I haven't forgotten this program.... it's a BIG thing on my todo list... but it requires good awake brains to properly work on, and I'm often been having very tired brains...

... where i work is rather challenging, and it's not uncommon to lose people, sometimes on their first day (or in some cases their first half of their first day).... we also lose good managers as well... but I digress, I'm a fighter, I don't give up, including this game ;) just sometimes takes me longer than I expected ;)


was8bit 2019-04-30 08:33

https://m.youtube.com/watch?v=FLZS3jQPnKw


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