z2

I agree. Take me to the spicy page.
It is currently Wed Dec 13, 2017 2:58 pm

All times are UTC




Post new topic Reply to topic  [ 103 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next
Author Message
 Post subject: Super ZZT Land
PostPosted: Mon Aug 06, 2012 2:14 am 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
Image

Image

_________________
Image Image


Last edited by bitbot on Mon Sep 26, 2016 4:44 pm, edited 51 times in total.

Top
 Profile  
 
 Post subject: Re: Super Mario ZZT Land
PostPosted: Tue Aug 07, 2012 2:18 pm 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2423
Location: :noitacoL
I really like your graphic style. Nice color selection, and a cool classic video game feel. It has a good sense of depth. It might look even better if you could pull the middle pyramids base's one square lower, so that it does not sit at the same height as the ones further away. Are you using a side-scrolling engine like in the SZZT encyclopedia?

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
 Post subject: Re: Super Mario ZZT Land
PostPosted: Tue Aug 07, 2012 2:56 pm 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
Hey, thanks for the compliment but it's not entirely 'my style'. I'm aiming for the underdog feel of Mario Land 1 & 2 combined with the finesse of Mario All-Stars & World, plus some elements of New SMB & 3D Land. I really got a jolt of creativity on this one.

Kudos to T-bone for inspiration and the antagonist, EvilMario.
Commodore wrote:
It might look even better if you could pull the middle pyramids base's one square lower, so that it does not sit at the same height as the ones further away.

You read my mind. It's back to the drawing board...
The title screen is also subject to change. I'd like to put a little demo there.
Commodore wrote:
Are you using a side-scrolling engine like in the SZZT encyclopedia?

No. I want to utilize the player and the LINK II gravity engine... So far so good. I'll post the new engine soon.


Top
 Profile  
 
 Post subject: Re: Super Mario ZZT Land
PostPosted: Tue Aug 07, 2012 11:08 pm 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2423
Location: :noitacoL
Those games don't have graphical limitations of zzt. Sure you take inspiration from them, but in order to translate it, a lot of interpretation goes on. Take the trees you used copiously in link II, the style is usually to draw a forest with fades, and make it look all chaotic and natural. Instead you mimicked the source (tile based video games) and it turned out looking original (for zzt).

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
 Post subject: Re: Super ZZT Land
PostPosted: Sun Aug 12, 2012 10:40 pm 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
Thanks. You appreciate the simple things.

So I came across Sonic256's rendition of the Mario Underworld music in Merbotia, an impressive game for the time.
I'm hitting some walls in SZZT, but I've got a sledgehammer.

Classic artwork by Hydra:
Image

Some nice isometric pyramids by InfoSponge:
Image

_________________
Image Image


Top
 Profile  
 
 Post subject: Re: Super ZZT Land
PostPosted: Mon Aug 13, 2012 5:01 am 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
Okay. Here's the platform engine concept.

I need to figure out how to get the objects to follow the player on X-axis in regions.
Attachment:
engine.png
engine.png [ 2.44 KiB | Viewed 5423 times ]

Yellow is Jump. White is Fall.

Jump when up is pressed:
Code:
@jump
#cycle 1
:L
#if not contact jump
/i
#L
:Jump
#put n boulder
#put n boulder
/i
#change boulder fake
#L

Fall on contact:
Code:
@Fall
#cycle 1
:L
#if contact fall
/i
#L
:fall
#put s boulder
#put s boulder
/i
#change boulder fake
#L

_________________
Image Image


Top
 Profile  
 
 Post subject: Re: Super ZZT Land
PostPosted: Mon Aug 13, 2012 8:36 pm 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2423
Location: :noitacoL
pretty updates :)

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
PostPosted: Thu Sep 06, 2012 5:11 pm 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
This is really starting to take shape... No turning back now!

Why not contribute a microgame or two? :)


Top
 Profile  
 
PostPosted: Thu Sep 06, 2012 5:56 pm 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2423
Location: :noitacoL
I'm interested, but need some more details. What exactly are you looking for?

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
PostPosted: Thu Sep 06, 2012 5:58 pm 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2423
Location: :noitacoL
oops, didn't see you edited the first post.

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
PostPosted: Thu Sep 06, 2012 6:09 pm 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
Commodore wrote:
I'm interested, but need some more details. What exactly are you looking for?

Anything you want! Doesn't even have to be fully functioning.
Commodore wrote:
oops, didn't see you edited the first post.

Yup, see above for details. Glad you're in!

Edit: C'mon guys, don't be shy... If ZZT is dead, then let's go down in glory!


Top
 Profile  
 
PostPosted: Fri Sep 07, 2012 2:27 am 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 602
bitbot wrote:
Edit: C'mon guys, don't be shy... If ZZT is dead, then let's go down in glory!

I agree :]

I really like what you've posted so far.


Top
 Profile  
 
PostPosted: Fri Sep 07, 2012 5:26 pm 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
Saxxon wrote:
bitbot wrote:
Edit: C'mon guys, don't be shy... If ZZT is dead, then let's go down in glory!

I agree :]

I really like what you've posted so far.

Thanks for the tools that enable my productivity.

Reaching for the stars...
Code:
@galaxy
#cycle 4
:lp
#play ---sa#x++++g----g++++fx
#play --sf
#play ++saxx----gxa#x+cx-a#x
#play ++sg----g++++sfx----f
/i/i/i/i/i
#play ++saxx----gxa#xgxfx++++g
#play --sd
#play ++sfx-----c++++a#xx----d
#play --sxfxgx
/i/i/i/i/i/i/i
#play --sfx++++g----d++++fx
#play --sc
#play ++sa#xx----dxfxdx
/i/i/i/i
#play ---sa#x++++g----g++++fx
#play --sf
#play ++saxx----gxa#x+cx-a#x
#play ++sg----g++++sfx----f
/i/i/i/i/i
#play ++saxx----gxa#xgxfx
#play ++sg----d
#play ++sfx-----c++++a#xx----d
#play --sxfxgx
/i/i/i/i/i/i/i
#play --sf+++f+f----d+++++ff
#play --sc+++++f--ics---dx
#play ++ics----dx
/i/i/i/i
#play +i.a---sgix+++qf
#play --sgxa#x+cx-a#ixsg
/i/i/i/i/i
#play --ixsfx+++ids---g+++f
#play --sa#x+++igi.c---sdix
/i/i/i/i
#play qa#--sdxfxgxfix
#play --sdixscx+++ic---sdx
#play s++ic
/i/i/i/i/i/i
#play --sdx
/i
#play +i.a---sgix+++qf
#play --sgxa#x+cx-a#ixsg
/i/i/i/i/i
#play +id---sfx+++if---sgx
#play +ig---sgx+++i.c---sdix
/i/i/i/i
#play qa#--sdxfxgxfix
#play --sdixsci.xsdxfxdx
/i/i/i/i/i/i/i
#play ---sa#x++++g----g++++fx
#play --sf
#play ++saxx----gxa#x+cx-a#x
#play ++sg----g++++sfx----f
/i/i/i/i/i
#play ++saxx----gxa#xgxfx++++g
#play --sd
#play ++sfx-----c++++a#xx----d
#play --sxfxgx
/i/i/i/i/i/i/i
#play --sfx++++g----d++++fx
#play --sc
#play ++sa#xx----dxfxdx
/i/i/i/i
#play ++saxgxfxgaxxgxfxgxaxgxf
#play ++sxgaxxgxfxgx
/i/i/i/i/i/i/i/i
#play ++sa#xgxfxga#xx#gxfxgx
#play t++fxfx+fxfx
#play t++++fxfxfxfx--ics---gx
#play ++ics---cx
/i/i/i/i/i/i/i/i
#play +i.a---sgix+++qf
#play --sgxa#x+cx-a#ixsg
/i/i/i/i/i
#play --ixsfx+++ids---g+++f
#play --sa#x+++igi.c---sdix
/i/i/i/i
#play qa#--sdxfxgxfix
#play --sdixscx+++ic---sdx
#play ++ic
/i/i/i/i/i/i
#play --sdx
/i
#play +i.a---sgix+++qf
#play --sgxa#x+cx-a#ixsg
/i/i/i/i/i
#play +id---sfx+++if---sgx
#play +ig---sgx+++i.c---sdix
/i/i/i/i
#play qa#--sdxfxgxfix
#play --sdixsci.xsdxfxdx
/i/i/i/i/i/i/i
#play ---sa#x++++g----g++++fx
#play --sf
#play ++saxx----gxa#x+cx-a#x
#play ++sg----g++++sfx----f
/i/i/i/i/i
#play ++saxx----gxa#xgxfx++++g
#play --sd
#play ++sfx-----c++++a#xx----d
#play --sxfxgx
/i/i/i/i/i/i/i
#play --sfx++++g----d++++fx
#play --sc
#play ++sa#xx----dxfxdx
/i/i/i/i
#play ---sa#x++++g----g++++fx
#play --sf
#play ++saxx----gxa#x+cx-a#x
#play ++sg----g++++sfx----f
/i/i/i/i/i
#play ++saxx----gxa#xgxfx
#play ++sg----d
#play ++sfx-----c++++a#xx----d
#play --sxfxgx
/i/i/i/i/i/i/i
#play --sf+++f+f----d+++++ff
#play --sc+++++f--ics---dx
#play ++ics----dx
/i/i/i/i
#play +i.a---sgix+++qf
#play --sgxa#x+cx-a#ixsg
/i/i/i/i/i
#play --ixsfx+++ids---g+++f
#play --sa#x+++igi.c---sdix
/i/i/i/i
#play qa#--sdxfxgxfix
#play --sdixscx+++ic---sdx
#play ++ic
/i/i/i/i/i/i
#play --sdx
/i
#play +i.asxixqfqxxix
/i/i/i/i/i
#play +idsxxifsxxigsxxi.csxix
/i/i/i/i
#play qa#qxi.xix
#play --ixixtfxfxsxgxa#x+cx
/i/i/i/i/i/i/i
#lp

Who says you can't do yellow borders ?
Image

_________________
Image Image


Last edited by bitbot on Sun Oct 07, 2012 8:09 pm, edited 5 times in total.

Top
 Profile  
 
PostPosted: Sun Sep 09, 2012 1:42 am 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2423
Location: :noitacoL
My weekend starts monday, and I've got an idea for one.

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
 Post subject: Re: Super ZZT Land™
PostPosted: Mon Sep 10, 2012 11:59 pm 
Offline
Official Clamp School Defender
User avatar

Joined: Thu Mar 01, 2012 3:00 am
Posts: 328
Location: earthbound
Sweet! Hope it's a C64 port.

_________________
Image Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 103 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group