spacefractal · 50050
Ah, hehe here's then a jungle one, 320x but rescale as you see fit. This is how it looks on my CCS64-It is done with limits and all (you can check that koala included too) but I have autocraftilymagickthingie hidden most of these.
Love the Horace one even more so Move the split topic here, not sure if this is the best place, and the topic is still a public one
The max for the jungool sprite would be 21x21, but you could use 2 sprites and to 24x24 along with a multiplex. this would leave room for another 6 sprites in a split horizontally. Though of course if you were not using multicolour, you would then need 6 sprites for 3 colours. Or, use a multi background sprite and an overlay sprite for a main colour.ps. it is possible to use software sprites on a bitmap screen. Not entirely sure how many you could sustain, but certainly a 32x32 Wagga.
its was actuelly 24x21, not 21x21 (hehe):http://dustlayer.com/vic-ii/2013/4/28/vic-ii-for-beginners-part-5-bringing-sprites-in-shapeSprites on C64 is quite odd. On Spectrum would go for 24x24 instead.The Wagga im using on my Jungool sid page is correctly 22x21 (downscaled from 32x32 and fixed pixel issue to prevent so less loss as possible.Yes software sprite is possible, but its would not been 50fps at all, and you would not have that much left for the physics engine and enemies at all.Hence im would choice 3 hires sprites for Wagga, so we would have left 5 sprites for enemies (more than fine), where multiplexing might even not required at all or simple 16 sprite one. Then you can use whatever colors for enemies, since they wont need shared with colors with Wagga sprite at all as well. The red sprite would not even need a animation when rolling.Lobos 32x32 was actuelly a strected 3 single, so its would require 6 sprites total (which Flash correctly wrote).
no. C64 sprites share 2 colors for all sprites and one for each sprite own.So software sprites is clearly best with charset tiles, not on bitmap.
they can use raster interrups. That was heavy used very insane in Shadow of the best. Some enemies was also software sprites.
its was actuelly 24x21, not 21x21 (hehe):
yes of course. here you right. But 22x21 is also not that bad which im tried. but 21x21 is best, due its a ball. We dont need to use all pixels of course.
im would use 3 single color sprites for Wagga (hence we can avoid to use shared color with Wagga and Enemies). Im doubt we would ever use more than 5 sprites for enemies, if we multiplex clever or sometimes not required.... Its depend how clewer the level is designed to avoid that.We dont even need to use all sprites on screen as one. The Trolle could fly down using ballons instead rolling on the bridge example, after you have catch the butterflies or something like that (which might fly away or allways stay under it or fly away).The stone part would property might been removed for that level?
Yes Italy would, using multiplexes multicolor sprites l and in a smaller scaling. Hopefully single screen level or slight vertical scrolling.Physics mightbeen simpleced of course. But still do the job. Physics and sprites would been main focus.