poll:outrun for msx2

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By Grauw

Enlighted (8190)

Grauw's picture

21-07-2019, 16:45

Metalion wrote:

There are some very good ideas here ...
Is there someone willing to take the challenge ? Smile

For me I don’t have any bandwidth among my existing projects to take on another. Also this type of game actually isn’t very interesting to me personally. My primary motivation would be to prove that MSX is the superior system Smile, which is not the best of motivations to finish a large project with.

I may end up making a tech demo someday, but right now, just discussing some ideas for the best technical implementation is interesting, and will maybe inspire someone…?

By Uninteresting

Expert (92)

Uninteresting's picture

21-07-2019, 18:37

Grauw wrote:

Rather than lines, might as well draw the road edges in the pattern table then… Should be equally fast. And use name table updates for the full grass and full road tiles. The code sounds quite complex though… hard to predict how fast it will be.

I was thinking that all plain grass tiles on the same horizontal row are the same character, so changing that one character's pattern changes all such tiles on that row. I wasn't planning on doing this with the road tiles at all. A problem, of course, is that in high speeds the grass at the bottom of the screen wouldn't seem to change at all, and that the lines wouldn't necessarily touch the road's edge. (The "lines" are like the horizontal lines in Beamrider, but the viewpoint is lower, the horizon further and the forward movement speed higher.)

And yes, Outrun MSX2 doesn't look that good, but I'm also trying to aim low enough for a realistic goal for me Smile

Grauw wrote:

According to Lou Gorenfeld, “It's much less interesting looking to have a game in which when you steer, it only moves the car sprite. So, instead of moving the player's car sprite, you keep it in the center of the screen and move the road”… So I’m trusting him on that centering is important.

I don't disagree. It would be best to do that if possible, but there are good examples where that isn't the case: Penguin Adventure on MSX, if that counts, and Buggy Boy on C64. Megarace (PC) and Night Racer (C64) might not be "good" examples where the car moves.

I was once told that if you try only what you know you'll succeed in, you're not trying hard enough. I've got another project in the works (I already know it'll be a failure as a game), but if that turns out to be too difficult for my abilities to finish implementing (like my dragon flying project two years ago), this thread has inspired me enough to want to see how much I can do here one day. (Not much, but I'll learn something regardless with it.)

By zPasi

Champion (357)

zPasi's picture

22-07-2019, 12:05

I've done some improvements on my earlier Screen 5 demo. I think a "C64 Pole Position" level thing could be made with that technique also. After all there are not very much moving detail in it. Probably should make a screen split for the distant background smooth scrolling though.

A tile-based mode might be more suitable though, but it's not necessary to make things very complicated.

By PingPong

Prophet (3332)

PingPong's picture

22-07-2019, 13:02

Can we see some video or demo rom?

By zPasi

Champion (357)

zPasi's picture

27-07-2019, 15:50

PingPong wrote:

Can we see some video or demo rom?

Just imagine my earlier video a little faster Wink

Ok, video is coming. Tomorrow, perhaps.

By PingPong

Prophet (3332)

PingPong's picture

28-07-2019, 12:36

thx,how fps you got?

By Metalion

Paladin (994)

Metalion's picture

28-07-2019, 18:03

I wanted to see what it would look like. So I did my own thing ...
It's in SCREEN5, it's in BASIC, and it uses a simple palette cycling.
Nothing much, but I'm quite happy about it.
Wink

https://youtu.be/WJa-JJmhg-A

Making it a real game is another thing though. Using SCREEN5 is not really an option, since it would need too much data transfer. And a tile based screen like SCREEN4 is not a good solution either, because
. you would have to change color table on every frame,
. the number of tiles in the tileset would be huge,
. you would have color conflict problems, especially on the horizon.

By Manuel

Ascended (15529)

Manuel's picture

28-07-2019, 18:58

Great initiative, metalion!

By ARTRAG

Enlighted (6188)

ARTRAG's picture

28-07-2019, 23:42

Metalion wrote:

I wanted to see what it would look like. So I did my own thing ...
It's in SCREEN5, it's in BASIC, and it uses a simple palette cycling.
Nothing much, but I'm quite happy about it.
Wink

https://youtu.be/WJa-JJmhg-A

Making it a real game is another thing though. Using SCREEN5 is not really an option, since it would need too much data transfer. And a tile based screen like SCREEN4 is not a good solution either, because
. you would have to change color table on every frame,
. the number of tiles in the tileset would be huge,
. you would have color conflict problems, especially on the horizon.

This demo is very good! How many colors and how many pages do you use?

By Metalion

Paladin (994)

Metalion's picture

29-07-2019, 08:48

ARTRAG wrote:

This demo is very good! How many colors and how many pages do you use?

Thank you, but it's really a simple thing.
I used 6 colors, each road marking is divided in 3 parts.
Only the displayed page is used, there is no buffering.

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