Author Topic: Run N Gun - PCE  (Read 2202 times)

fragmare

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Re: Run N Gun - PCE
« Reply #30 on: March 09, 2012, 04:03:11 AM »
Oh, and here are a few player animations I've been working on lately.




Nando

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Re: Run N Gun - PCE
« Reply #31 on: March 09, 2012, 04:26:57 AM »
I'll stick some new mockup pics of PC-Gunjin up here soon.  In the meantime, there is this: http://fragmare.mindrec.com/pc-gunjin.htm

As for what I'd like to have seen on the PC-Engine?  Contra Hard Corps or GTFO.


That looks sweet!

KingDrool

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Re: Run N Gun - PCE
« Reply #32 on: March 09, 2012, 04:42:48 AM »
I'll stick some new mockup pics of PC-Gunjin up here soon.  In the meantime, there is this: http://fragmare.mindrec.com/pc-gunjin.htm


God...that looks like it could (could've?) be amazing.
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Arkhan

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Re: Run N Gun - PCE
« Reply #33 on: March 09, 2012, 04:45:18 AM »
Make a game with a buncha brits called CUNTRA: HARD TWATS
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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spenoza

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Re: Run N Gun - PCE
« Reply #34 on: March 09, 2012, 04:53:04 AM »
One thing I worry about is 2 player mode and sprite line limits. I know there are ways around them, using coordinated flicker and whatnot, but too much flicker could kill a good run n' gun.
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nat

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Re: Run N Gun - PCE
« Reply #35 on: March 09, 2012, 06:35:54 AM »
There is nothing worse than dying from a bullet invisible due to flicker.

spenoza

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Re: Run N Gun - PCE
« Reply #36 on: March 09, 2012, 07:12:24 AM »
Well, deliberate flicker is better than accidental/unintended flicker. If you simply display something on every other frame, you at least ensure that the item will be predictably visible, and not have bullets and enemies just disappearing randomly. And you don't want to put too many constraints on how much stuff you have going on in a run n' gun.
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fragmare

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Re: Run N Gun - PCE
« Reply #37 on: March 09, 2012, 08:52:28 AM »
One thing I worry about is 2 player mode and sprite line limits. I know there are ways around them, using coordinated flicker and whatnot, but too much flicker could kill a good run n' gun.

Eh, look at Contra III on the SNES.  They managed just fine with the same sprite buffer as the PCE/TG16 (256 sprite pixels per line).  They just alternately flickered the player bullets in 2p co-op mode afaik.

Keranu

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Re: Run N Gun - PCE
« Reply #38 on: March 09, 2012, 09:50:14 AM »
I think Hard Corps used the same flicker trick on 2 players.
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Tatsujin

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Re: Run N Gun - PCE
« Reply #39 on: March 09, 2012, 09:34:46 PM »
Ark! MEME CREATOR!!!!

lol, not exactry, this time \o/
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spenoza

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Re: Run N Gun - PCE
« Reply #40 on: March 10, 2012, 02:47:45 AM »
One thing I worry about is 2 player mode and sprite line limits. I know there are ways around them, using coordinated flicker and whatnot, but too much flicker could kill a good run n' gun.

Eh, look at Contra III on the SNES.  They managed just fine with the same sprite buffer as the PCE/TG16 (256 sprite pixels per line).  They just alternately flickered the player bullets in 2p co-op mode afaik.

Really? I thought the SNES could put more sprite pixels on a line... I know it can put more sprites on a line, at least. Don't know about actual pixel limits.
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ccovell

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Re: Run N Gun - PCE
« Reply #41 on: March 10, 2012, 03:20:44 AM »
Really? I thought the SNES could put more sprite pixels on a line... I know it can put more sprites on a line, at least. Don't know about actual pixel limits.

It's actually 280 pixels (35 sprites) per scanline.   Er... or so my old SFC press release says.

spenoza

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Re: Run N Gun - PCE
« Reply #42 on: March 10, 2012, 03:36:33 AM »
I did some web searching and found support for the 256 sprite-pixels per line limit. But the SNES can put more sprites on a line than the PCE and it can also display larger sprites (up to 64 x 64), which means the SNES's sprite-pixel limitation is much more restrictive than the sprites per line limitation. Unless there's a level of interpretation here I'm not getting, like the sprite pixels are per scan line and the sprite per line limit is screen regions called lines and not merely scan lines.
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nodtveidt

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Re: Run N Gun - PCE
« Reply #43 on: March 10, 2012, 05:51:29 AM »
spenoza, it seems you are indeed missing something here. The sprite-pixels-per-line (yes, that means scanline) limit is absolute. The SNES is capable of 256 sprite pixels per line. If you put more, then sprites are clipped. It works that way on all the 16 bit consoles (yes, including the Neo Geo, but its limits are way higher... close to 1000 pixels, iirc). You can put as many sprites on a line as you want but that doesn't mean they're all going to be displayed. The SNES is a sprite monster but developers still have to follow the rules.

spenoza

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Re: Run N Gun - PCE
« Reply #44 on: March 10, 2012, 07:36:29 AM »
What I mean is, if there is a sprite pixel per line limit and a sprite object/tile limit per line, does the most conservative value always trump?
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