MOON ADVENTURE

Want to talks about games you like, would like to see developed on the Oric, it's here.
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barnsey123
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Re: MOON ADVENTURE

Post by barnsey123 » Fri Feb 14, 2014 5:05 pm

Check this out...doesn't advance anything...just looks good...
SKELETONF.tap
Skinny Chick...
(13.24 KiB) Downloaded 394 times

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ibisum
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Re: MOON ADVENTURE

Post by ibisum » Sun Feb 16, 2014 3:46 pm

Looks great! A bit creepy, but hey - any time I see some sort of high-resolution picture like this on the Oric, it just blows my mind. Can't wait to see what else you're getting up to ..

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Dbug
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Re: MOON ADVENTURE

Post by Dbug » Sun Feb 16, 2014 4:27 pm

I was actually wondering about something: Perhaps the RGB/scanline mode is worth testing for color animation. It may actually work.

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barnsey123
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Re: MOON ADVENTURE

Post by barnsey123 » Mon Feb 17, 2014 10:03 am

ibisum wrote:...Can't wait to see what else you're getting up to ..
LOTS of stuff but sshhh! C-a-n-t t-a-l-k t-o-o m-u-ch.... :wink:

Seriously, I'm hoping to attend the Sundown demo/coder party in June http://sundowndemoparty.net/and I want to have a "trailer" ready for Tycho Blue. So much to do...

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barnsey123
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Re: MOON ADVENTURE

Post by barnsey123 » Mon Feb 17, 2014 10:08 am

Dbug wrote:I was actually wondering about something: Perhaps the RGB/scanline mode is worth testing for color animation. It may actually work.
After seeing the Speccie movies on Saturday color just HAS to be done somewhere. Not sure how it would look just storing the changes between frames...bound to lose some color attributes. Need to play with this further...

What would really help is a faster unpack routine (it doesn't have to be smaller...just faster...). Any thoughts?

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barnsey123
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Re: MOON ADVENTURE

Post by barnsey123 » Tue Feb 18, 2014 6:47 pm

First, normal explosion (mono)
EXPLOSION1.tap
BANG!
(8.41 KiB) Downloaded 364 times
And now in color...using -f2 in pictconv
EXPLOSION1-F2.tap
wowzers
(7.49 KiB) Downloaded 351 times
Frustratingly...the f6 option in pictconv screws up the animation (except for the first 1-2 frames)
Works OK with the walking skeleton...definite possibilities...although plain red looks better.

Broken explosion (-f6)
EXPLOSION1-F6.tap
A dud...
(12.22 KiB) Downloaded 353 times
I can't decide which of the working ones looks the best, I deffo like the flames in the color version but don't like the lines....

either way...still looks cool 8)

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Chema
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Re: MOON ADVENTURE

Post by Chema » Tue Feb 18, 2014 7:21 pm

I've seen your animations and they are really cool!

I understand your trouble about the color vs mono version of the explosion. This is something that usually happens. Greater definition with mono and, well colors, with the color version at the cost of those scanlines.

I imagine it depends on the animation itself. For a quick shocking blast, the color version may work perfectly. For remote, small little explosions on the horizon it may not.

The problem you have with the f6 version seems to me like a change in attribute (probably setting text mode or something like that). Whenever you mix frames, be sure that you don't mix attributes in a fashion they come up with something invalid. Not sure how the f6 option works but be careful if you are ORing two attributes.

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ibisum
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Re: MOON ADVENTURE

Post by ibisum » Wed Feb 19, 2014 12:54 pm

My feedback: the color version looks really great!

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barnsey123
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Re: MOON ADVENTURE

Post by barnsey123 » Wed Feb 19, 2014 7:30 pm

Two for the price of one..this is how having a bath on the moon might look like. Admire the way the gravity affects the flow of water...It's necessary for the plot... :wink:

Spoiler alert: There's tits in it.
SPLASH.tap
Move along now...there's nothing to see here...
(35.77 KiB) Downloaded 357 times

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coco.oric
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Re: MOON ADVENTURE

Post by coco.oric » Wed Feb 19, 2014 8:03 pm

Explosion type 2 looks great.
Maybe you're able to make a tit explosion now 8)
coco.oric as DidierV, CEO Member
Image Image

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barnsey123
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Re: MOON ADVENTURE

Post by barnsey123 » Wed Feb 19, 2014 9:40 pm

Chema wrote: The problem you have with the f6 version seems to me like a change in attribute (probably setting text mode or something like that). Whenever you mix frames, be sure that you don't mix attributes in a fashion they come up with something invalid. Not sure how the f6 option works but be careful if you are ORing two attributes.
I'm not sure what is happening behind the scenes...It might be something to do with img2oric not liking the image size or something. It liked the skeleton but not the explosion. I have a plan to test a theory but haven't done it yet...

I have to stop messing around with new animations until I've written something to compress the images more...maybe I'll get something done this weekend. In meantime I'm just refining the process of conversion. I know imagemagick doesn't always resize images exactly how you want it to : it wants to stck very closely to the ratio of the original image so there is some messing around.

Good fun though...

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barnsey123
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Re: MOON ADVENTURE

Post by barnsey123 » Thu Sep 18, 2014 4:09 pm

Haven't done any oricing for a while. But here's something to look at:

Original file (about 1mb, 41 frames, 400x400)
asteroid4.gif
Original gif (of asteroid EROS I think)
asteroid4.gif (1014.11 KiB) Viewed 9617 times
As you can see the asteroid images occupy a central strip in the middle so there is wasted space. Using Imagemagick I cropped the gif using the smallest possible strip (some trial and error). Playing with imagemagick I rotated the image, resized it and dithered it. There was one frame (20) which didn't come out well which ruined the overall effect (this is visible in the original gif and looks like one frame is overexposed). I've removed that fromthe end result.
ASTEROID4.tap
Plays even numbered frames rotating to the right and odd frames back the other way.
(36.93 KiB) Downloaded 292 times
Unfortunately, the original gif is not one complete revolution of the asteroid so it sort of jerks at the end when it goes back to frame 0. To solve this on the oric I play it forwards and backwards so that it look sort of seamless. I run out of memory if I play all frames forward then back again so I play the odd numbered frames when spinning to the right and the even numbered frames when spinning to the left. This at least uses all frames (except for 20).

As for the game itself it's still on ice. I just wish I had more time for these things... :(

I've had an idea to compress the images further (previous experiments have failed) but I haven't tried it out yet. In theory I should get much smoother animation as a bonus.

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