King's Valley C64 - What about!

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Par DaikuMaryuGaiking

Expert (128)

Portrait de DaikuMaryuGaiking

06-08-2020, 07:29

PingPong wrote:

those kind of sprites are doable with ease even on a simple msx1. What do you mean of "greater definition of sprites"?
those sprites are far smaller than the maximum width of a sprite on c64. 24px.

I also see that on the main charater you used 3 monochrome sprites.

No! Main character has two sprites, one hires to frame and the other multicolor, a technique often used on the C64. For the main design I based myself on the definition 16x16 as on MSX, also to fit into that of the backdrop, where the active part of the game is 256 x 192 instead of 320x200. The greater definition of the C64 sprites, or 24x21, I used to draw the main character in case he had the pickaxe or the dagger without adding a third sprite, so they are always two sprites with or without an object.
However in reality for the design I am not the only one to have based myself on KV2, before us also Retroworks did it with the Zx Spectrum version.

Par jltursan

Prophet (2619)

Portrait de jltursan

06-08-2020, 08:44

All in all looks a good work, congrats!

I must reckon that I envy some of the C64 dev tools, specially SpritePad that looks like a real killer app for graphic artists.

Par Robosoft

Expert (115)

Portrait de Robosoft

06-08-2020, 09:00

Looks very good. Great job! A good reason to get my C64 from the attic Smile

Par DaikuMaryuGaiking

Expert (128)

Portrait de DaikuMaryuGaiking

06-08-2020, 11:55

We have created this game with the aim of introducing the MSX world to C64 users, giving them a taste of its playful schedule.

Par PingPong

Enlighted (4155)

Portrait de PingPong

06-08-2020, 12:44

If i'm not wrong actually the player sprite is 14 px wide so can fit on 16x16 pixels in width. the height is not a real problem.
so it is, in principle, doable on a plain msx1. because there are not so much sprites on scan line it is not a real problem even on msx1.
Problems should arise if you wanted a larger width (> 16 px). in that situation on msx1 you should have used more sprites hitting the infamous sprite/scanline limit. But it is not the case.
The trick you mentioned (multicolor + monocolor for 'border') is well known to me.

Par wolf_

Ambassador_ (10135)

Portrait de wolf_

06-08-2020, 13:20

That C64 palette looks desaturated... is this the real one as seen on a monitor/tv? This one's more saturated and bright:
https://www.c64-wiki.com/wiki/Color

Par Parn

Paladin (854)

Portrait de Parn

06-08-2020, 14:24

It's not only desaturated but with less contrast as well. Maybe the JPEG compression is to blame? The video also looked desaturated to me.

Par wolf_

Ambassador_ (10135)

Portrait de wolf_

06-08-2020, 15:22

Meh, JPG would add blocky noise between color spaces, like screen 12. I think there may be slightly different chips, e.g. C64 and VIC-II.

https://www.lexaloffle.com/bbs/?pid=43035
'nother dark one.

Par DaikuMaryuGaiking

Expert (128)

Portrait de DaikuMaryuGaiking

06-08-2020, 18:12

The palette of VIC-II is really desaurated. Not exist real fire red, but also other colors are faded.

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