Highway Fighter pre-purchase and playable demo

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Por Kai Magazine

Paragon (1303)

Imagen del Kai Magazine

01-04-2017, 13:04

Thank you for your feedback gdx.

I wish I could add such things as speed meter (not really useful but it looks cool) and a map showing your progress in the stage, but as I expained in my previous post, I am without resources. No more cpu cicles left on z80, and no more ram available...

I made the car explode just like in road fighter and similar games. I might change that, but I am not sure if I will have enough ram left.

The psg volumes vary depending on each msx. In some msx the psg is actually too lowd. I will try to add a psg volume, but no promises...

The fuel must be collected with the front of your car. It cannot be collected with the rest of the car, so if you are not well aligned, you will miss it.

Psg ports message on openmsx always occurs with moonblaster driver. The same message appears on openmsx with any of my games. No problem there.

That is weird, the ckick of the keys is removed. I will check that again just in case.

Por Meits

Scribe (5544)

Imagen del Meits

01-04-2017, 13:24

If you use basic.bin for moonblaster music, check the adapted version on our music disk series "DISK". That'll rid you of the PSG thingy.

Por sd_snatcher

Prophet (3069)

Imagen del sd_snatcher

01-04-2017, 14:23

@Kai Magazine

Quote:

Then, when using MIFUI I activated the option: Screen 10 palette.
This option uses the 16 rgb colors of the screen 10 to avoid color clash on the edges of the blocks, greatly improving the edges on screen 10. This option cannot be used if you are going to use sprites, unless you design the sprites with the color palette mifui is giving you... So it is best not to use it on tilesets.

So I have another tip for you then: This happens when you set the palette type to "Auto". MIFui will then automatically generate a palette for you.

But there's also the "Custom" palette option. This is your best bet to solve the sprite palette problem. Select "Custom Palette", then click in the Load palette button, select a gimp palette file that has the colors of your sprites in the correct order, and start a new conversion.

Regardless of the screen mode, the MIFui's Custom palette conversion has only one minor restriction for game developers: you can't select which colors of the palette you want to use in the conversion. When creating games, sometimes you want to do the conversion using only some of the colors of the palette, to reserve others for special effects.

If I may ask, @Louthrax, please add a checkbox to allow to select/deselect if the color will be used in the conversion. This checkbox might be by the side of the RGB sliders. When the user selects a color, the sliders show its value and the checkbox could show if it will be used or not in the conversion.

Por Kai Magazine

Paragon (1303)

Imagen del Kai Magazine

01-04-2017, 14:53

Meits wrote:

If you use basic.bin for moonblaster music, check the adapted version on our music disk series "DISK". That'll rid you of the PSG thingy.

Thank you Meits Wink

I am using a modified version wich solves the issue with Panasonic msx 2+ internal FM so it can work on those computers.
Does that version you are recommending work on Panasonic 2+?

Por Kai Magazine

Paragon (1303)

Imagen del Kai Magazine

01-04-2017, 14:59

sd_snatcher wrote:

@Kai Magazine

Quote:

Then, when using MIFUI I activated the option: Screen 10 palette.
This option uses the 16 rgb colors of the screen 10 to avoid color clash on the edges of the blocks, greatly improving the edges on screen 10. This option cannot be used if you are going to use sprites, unless you design the sprites with the color palette mifui is giving you... So it is best not to use it on tilesets.

So I have another tip for you then: This happens when you set the palette type to "Auto". MIFui will then automatically generate a palette for you.

But there's also the "Custom" palette option. This is your best bet to solve the sprite palette problem. Select "Custom Palette", then click in the Load palette button, select a gimp palette file that has the colors of your sprites in the correct order, and start a new conversion.

Regardless of the screen mode, the MIFui's Custom palette conversion has only one minor restriction for game developers: you can't select which colors of the palette you want to use in the conversion. When creating games, sometimes you want to do the conversion using only some of the colors of the palette, to reserve others for special effects.

If I may ask, @Louthrax, please add a checkbox to allow to select/deselect if the color will be used in the conversion. This checkbox might be by the side of the RGB sliders. When the user selects a color, the sliders show its value and the checkbox could show if it will be used or not in the conversion.

Thank you Sd_Snatcher.
I use the custom palette constantly on all my screen 5 / 7 games. I arrange the colors and I save the palette on gimp so if I have to re-convert the image, the order of the colors remains the same. I "disable" colors by setting RGB values which I will not use on the image, or putting those at 7,7,7 (white) so the first white will be used for the image, and the rest will be ignored.

On screen 10, when using the rgb palette to reduce color clash, I have very low margin of color modification. The more colors I personalize for sprites, the more edges appear on the conversion and the quality of the image is reduced dramatically.

Por sd_snatcher

Prophet (3069)

Imagen del sd_snatcher

01-04-2017, 15:26

Quote:

On screen 10, when using the rgb palette to reduce color clash, I have very low margin of color modification. The more colors I personalize for sprites, the more edges appear on the conversion and the quality of the image is reduced dramatically.

I guess you probably also tried the "Detail enhancement" sliders with your custom palette too. If they can't help you, then probably the sprite colors are too distinct from the background colors, so MIFui isn't being able to use them to cover the YJK color bleeds properly.

Por Meits

Scribe (5544)

Imagen del Meits

01-04-2017, 15:51

Kai Magazine wrote:
Meits wrote:

If you use basic.bin for moonblaster music, check the adapted version on our music disk series "DISK". That'll rid you of the PSG thingy.

Thank you Meits Wink

I am using a modified version wich solves the issue with Panasonic msx 2+ internal FM so it can work on those computers.
Does that version you are recommending work on Panasonic 2+?

Well, it does support those machines quite well as I used one before I got my turbo R, but test it to be sure... Another big plus is that it can equalize the music speed on both 50Hz and 60Hz, taking the 50Hz speed as benchmark.

A direct download to the driver and its readme.txt including even newer updates can be found here

Por Kai Magazine

Paragon (1303)

Imagen del Kai Magazine

01-04-2017, 20:12

sd_snatcher wrote:
Quote:

On screen 10, when using the rgb palette to reduce color clash, I have very low margin of color modification. The more colors I personalize for sprites, the more edges appear on the conversion and the quality of the image is reduced dramatically.

I guess you probably also tried the "Detail enhancement" sliders with your custom palette too. If they can't help you, then probably the sprite colors are too distinct from the background colors, so MIFui isn't being able to use them to cover the YJK color bleeds properly.

Exactly.

Por Kai Magazine

Paragon (1303)

Imagen del Kai Magazine

01-04-2017, 20:13

Meits wrote:
Kai Magazine wrote:
Meits wrote:

If you use basic.bin for moonblaster music, check the adapted version on our music disk series "DISK". That'll rid you of the PSG thingy.

Thank you Meits Wink

I am using a modified version wich solves the issue with Panasonic msx 2+ internal FM so it can work on those computers.
Does that version you are recommending work on Panasonic 2+?

Well, it does support those machines quite well as I used one before I got my turbo R, but test it to be sure... Another big plus is that it can equalize the music speed on both 50Hz and 60Hz, taking the 50Hz speed as benchmark.

A direct download to the driver and its readme.txt including even newer updates can be found here

Thank you very much, Meits!

Por Kai Magazine

Paragon (1303)

Imagen del Kai Magazine

02-04-2017, 11:43

We will not release a Kai Magazine Collection 3 since game compilations devaluate our games. Those of you who are waiting for us to release a Kai Magazine collection 3 to get your hands on Dim X and Highway Fighter, don't need to wait anymore.

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