Author
| Mapping Penguin Adventure
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only_69 msx addict Posts: 346 | Posted: July 01 2008, 02:40   |
Wolf remembered me this odd idea I had some time ago and now I decided to go a little further and discuss this over here. I have started to map Penguin Adventure. I have a basic problem - define how many pixels would correspond to 1 km of the game. I have took 2 screenshots of the game, one 1 km past the other and I have estimated that it would range from 10 to 14 pixels. Does someone can give a try and tell me a more specific amount of pixels??? That would be the base for the map!! With this, I could try one level and post for you to tell me if it worths!!!
Waiting for some feedback!!  |
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SLotman msx professional Posts: 544 | Posted: July 01 2008, 03:25   |
Just like on a 3D game, just pick a scale, no matter how small or big 
(of course, making 1km = 1 pixel would generate a map very hard to understand heh)
Just for the nostalgia of it, go for 8x8  |
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ro msx guru Posts: 2347 | Posted: July 01 2008, 08:07   |
ah, just video capture it  |
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FiXato msx addict Posts: 264 | Posted: July 01 2008, 09:30   |
my thoughts exactly ro ;p
And then you could perhaps do snapshots based on a number of frames per second.
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wolf_
 msx legend Posts: 4779 | Posted: July 01 2008, 10:07   |
You'd need to draw your own/new pixels I guess.. top-pixels are fairly different than 3d-pixels..
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Huey msx professional Posts: 635 | Posted: July 01 2008, 10:25   |
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wolf_
 msx legend Posts: 4779 | Posted: July 01 2008, 10:57   |
We need more Deceased Crab, that's for sure!
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only_69 msx addict Posts: 346 | Posted: July 01 2008, 16:25   |
The map would be a 2D representation of the 3D path. Slot, I think I will pick your suggestion, 8 pixels high for 1 km (or maybe 10). Later when I arrive home, I will make a preview of how it would be and post the link and let's wait for the feedback on it. At the left side of the map, it will appear the most important km distances.
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only_69 msx addict Posts: 346 | Posted: July 02 2008, 01:05   |
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wolf_
 msx legend Posts: 4779 | Posted: July 02 2008, 01:14   |
mm.. you should try to make the trees tileable as well.. the idea might actually work.
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ro msx guru Posts: 2347 | Posted: July 02 2008, 07:55   |
that could indeed work
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FiXato msx addict Posts: 264 | Posted: July 02 2008, 10:13   |
oh, and maybe show the wings too?  |
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Huey msx professional Posts: 635 | Posted: July 02 2008, 10:27   |
Would there be any way to also indicate the turns? Might help using the map to navigate.
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only_69 msx addict Posts: 346 | Posted: July 02 2008, 20:46   |
Huey,
Maybe I can indicate with an arrow or even make the map with a predetermined angle when there is a turn.
Wolf,
I was thinking of putting the trees only at the end of the stage. Cause it is complicated to put them since the beggining because they appear only on the top of the screen and I am using only the bottom to create the map. However, this is not so difficult, just isolate one tree and reproduce it. One thing I was imagining - include the tree and cut the floor maintaining the 256 width or add the trees to the 256 pixels width screen?
Fixato,
Are the wings at fixed places (km) ? Or they depend on the speed you are going and so on?
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dvik msx master Posts: 1343 | Posted: July 02 2008, 20:50   |
It would be really cool to actually see the turns in the map. It may be possible to just rotate your straight map carefully.
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