Wings Warriors preview

Wings Warriors preview

por JohnHassink en 04-08-2014, 14:36
Tema: Software
Idiomas:

Spanish multi-platform game developer Kitmaker is working on a vertically scrolling MSX shooter, which at first glance somewhat reminds your reporter of games like Namco classic Dragon Spirit. The game, called Wing Warriors, will feature three available player characters. At our desks, not much more is known of this project yet, but for the time being you can take a sneak peek at this demonstration video.

Relevant link: Bytemaniacos

Media browser (5)

  • Wings Warriors preview
  • Wings Warriors preview
  • Wings Warriors preview
  • Wings Warriors preview
  • Wings Warriors preview

Comentarios (5)

Por aorante

Resident (46)

Imagen del aorante

04-08-2014, 18:45

awesome graphics! Smile

Por Randam

Paragon (1431)

Imagen del Randam

04-08-2014, 21:46

Those graphics look insanely good.

Por hit9918

Prophet (2932)

Imagen del hit9918

04-08-2014, 23:03

That is the graphics that I meant! Big smile
When in VDP discussion I say it in words, it gets technical. Or it gets excitement wording "it can do epic gfx" Smile

Could it get software sprites without boxes?
Turning the blue pixels to color 0, then copy the sprite and if colornibble = 0, take a colornibble of the background.
Then the software sprites are shine-thru.

Por syn

Prophet (2123)

Imagen del syn

06-08-2014, 00:46

Such a shame that it got choppy (8pix?) scroll.. otherwise gfx are great!

Por PingPong

Enlighted (4136)

Imagen del PingPong

07-08-2014, 13:09

hit9918 wrote:

Turning the blue pixels to color 0, then copy the sprite and if colornibble = 0, take a colornibble of the background.
Then the software sprites are shine-thru.

i think they are simply charaters not bitmap sprites.
to do what you want we need a complete set of charaters FOR EACH sprite object displayed, because background change based on x,y position. Not doable pratically without going back to sw sprites "a la spectrum way". instead of using nametable and charaters you manipulate screen data as a bitmap mode. But you loose speed. A lot. You go at 1/16 of actual speed...

however maybe is feasible to choose the correct charater based on the background pattern you need to conver. To be clear:
you have two sets for big enemies: one with background blue, the other with background green. During plotting are you overwriting a charater that is mainly green? then use the 'variant' with background green. otherwise the other(s).

The disadvantage is clear: you need a lot of similar char data differing only from background colors.

:-(