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Re-programming Atari 2600 "Adventure" for current systems. [SCREENSHOT UPDATE]

135678

Posts

  • slash000slash000 Registered User regular
    edited September 2008
    halkun wrote: »
    Keep in mind you can't have trees and such because the hero can't walk around them without a mask.

    I know :P I just thought it'd look nice! But anyway, remov'd.

    If you can put some parapets on the two towers in back and make the grounds behind the gate look more like that belong to the castle. Maybe wall off the back and put a door there to make it look like it goes into the castle proper. (Pillars/statues as opposed to trees with a cement floor?)

    Done.

    There are lots of tilesets, but with all the "sprite sheet rippers" nowadays you can never tell the source. You might get by with some angband tiles, but they don't lend themselves to 3D art. They are, however, released under creative commons.

    Thanks, I just pulled down a bunch of them. Although for now I'm still just be using the FFIV tiles for the sake of nailing down the design first.



    Here it is:

    castle4jw0.jpg

    slash000 on
  • artooartoo Registered User regular
    edited September 2008
    Oh wow.

    artoo on
  • ViscountalphaViscountalpha The pen is mightier than the sword http://youtu.be/G_sBOsh-vyIRegistered User regular
    edited September 2008
    How far as the rest of the map gone? And what about the possibly worst part, the movable bridge?

    Viscountalpha on
  • joshofalltradesjoshofalltrades Class Traitor Smoke-filled roomRegistered User regular
    edited September 2008
    Blue-dotting this because I am interested in seeing the final product. I played the hell out of Adventure back in the day.

    joshofalltrades on
  • citizen059citizen059 hello my name is citizen I'm from the InternetRegistered User regular
    edited September 2008
    I think I'm going to anger my wife by taking my 2600 out of the closet tonight.

    Maybe.

    I'm tempted.

    citizen059 on
  • halkunhalkun Registered User regular
    edited September 2008
    Wow, That's about what I was looking for ^_^. You can change the design for the three castles and take artistic license with "good", "evil", and "ice". It does look much better than the weird "flat" castle before.

    I have a party to attend to today. So my work on the engine will be a little light.

    I changed the code so the engine accesses the map files "YellowCastle.pcx" "BlackCastle.pcx" and "WhiteCastle.pcx" as opposed to "CastleDef.pcx" for all three.

    halkun on
  • slash000slash000 Registered User regular
    edited September 2008
    OK, cool.

    I can start working to make some art assets that reflect the good, evil, and ice themes, and I can use the free assets that I've obtained as a guide so that we can maintain that general layout/look/perspective of the castle above.

    I suppose the castle above, it's layout, will be the 'good castle.' And we might want to change the design for the evil and ice ones juuuust a little to give them their own distinct appearance along with their own distinct sets of tiles (for evil / ice /etc). But I'll work on that once I do the stuff for the "good castle."

    slash000 on
  • halkunhalkun Registered User regular
    edited September 2008
    Go nuts, I like the way it's looking. The other maps should be easy. Most should have darkened grass patches in the shape of the original Atari sprites. For added fun, things like a little wood sign that say "haunted forest" with a sign pointing down before you enter the white castle maze.

    halkun on
  • halkunhalkun Registered User regular
    edited September 2008
    How far as the rest of the map gone? And what about the possibly worst part, the movable bridge?

    bridgelm5.png

    halkun on
  • ViscountalphaViscountalpha The pen is mightier than the sword http://youtu.be/G_sBOsh-vyIRegistered User regular
    edited September 2008
    Awesome. This is something I'm looking forward to.

    Viscountalpha on
  • slash000slash000 Registered User regular
    edited September 2008
    Oh man, I just finished making a completely new set of art tiles for the "good castle" for the outdoor area. Man, that took ... much longer than I expected. Even at 16x16 tiles that takes a while.

    I haven't put them in place yet to take a screenshot yet, though.

    But let's just say that, while I drew all of these tiles from scratch in Photoshop, they are heavily inspired by the ff artset and so the final result, although brand new, looks very similar to the castle pictured above.

    The new one is also more of a gold/yellow color than gray. That's because this is obviously the gold/yellow/good castle.


    I'll post the thing tomorrow probably.

    slash000 on
  • SkutSkutSkutSkut Registered User regular
    edited September 2008
    Tagging for later, keep up the good work guys.

    SkutSkut on
  • El GuacoEl Guaco Registered User regular
    edited September 2008
    This thread is awesome. It makes me want to fly 3000 miles and dig through my parents' attic in hopes they actually still have my 2600 in a dusty box.

    I know the goal is to create a windows port. I wonder if this would be a good candidate for XNA? I've been wanting to try out XNA programming for awhile. Something like this, where you put a spin on an old game, might be really fun. Of course, you'd have to be sure the copyright stuff wasn't an issue...

    El Guaco on
  • SonarSonar Registered User regular
    edited September 2008
    This is indeed awesome.

    Sonar on
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  • ZetxZetx 🐧 Registered User regular
    edited September 2008
    halkun wrote: »
    That looks about what I was thinking. Keep in mind you can't have trees and such because the hero can't walk around them without a mask. If you can put some parapets on the two towers in back and make the grounds behind the gate look more like that belong to the castle. Maybe wall off the back and put a door there to make it look like it goes into the castle proper. (Pillars/statues as opposed to trees with a cement floor?)

    There are lots of tilesets, but with all the "sprite sheet rippers" nowadays you can never tell the source. You might get by with some angband tiles, but they don't lend themselves to 3D art. They are, however, released under creative commons.

    TomeTik <--- Released under a CC license to allow you to edit them with attribution.

    Drawn! Free characters also under CC.

    Planet Cute Some more CC tiles. These are more for prototyping, but free anyways.

    Molotov, some of these may be questionable.

    I think the manaworld tiles are free. I'm checking on that now.

    === EDIT ===
    The manaworld tiles are GPLed. You can get them from the manaworld SVN Here

    You can get some castle walls from the forum.

    This is free too You can really find them if you know where to look.

    I just wanted you to know that this was an awesome post and definitely encourages me to continue my latest attempt at game programming.

    Zetx on
  • halkunhalkun Registered User regular
    edited September 2008
    I've checked out the code under Linux and I'm make a few changes to get to compile under it. Now I can pull down and work on the system no matter what OS I'm on.

    halkun on
  • slash000slash000 Registered User regular
    edited September 2008
    Woo! I've been working on my own brand new tileset for the "good castle." I thought I was done last night, but I've become kind of a perfectionist about it, and so I've already almost doubled the number of tiles that I had last night when I thought I was "done" because I've been making tiles with shadows and a brand new grass tile and tiles with minor embellishments and such.

    This is actually really fun.

    I'll post another screen tonight or tomorrow or something.

    slash000 on
  • FiziksFiziks Registered User regular
    edited September 2008
    Remakes of classic games always puts a smile on my face. So glad to see so much enthusiasm in this.

    Fiziks on
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  • halkunhalkun Registered User regular
    edited September 2008
    Well got the code running under Linux with a Screenshot. So That part is done.

    halkun on
  • slash000slash000 Registered User regular
    edited September 2008
    Goodness. This project is turning me into a serious perfectionist.

    I created so many tiles for this castle that I could reconstruct the entire thing, entirely in Mappy, without any extra post-mappy Photoshopping.



    So anyway, here's the "good / gold / yellow Castle":


    castleimg3xb4.jpg



    Here's my tileset for those who are curious:

    goldset3jpgmp2.jpg



    These are all new tiles that I made from scratch, although I used the ff tileset as inspiration.

    slash000 on
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited September 2008
    Halkun.
    Slash.

    My wood for you guys is THIS BIG.

    And yes. It's Haunted Wood.

    Drake on
  • Ragnar DragonfyreRagnar Dragonfyre Registered User regular
    edited September 2008
    slash000 wrote: »
    Goodness. This project is turning me into a serious perfectionist.

    I created so many tiles for this castle that I could reconstruct the entire thing, entirely in Mappy, without any extra post-mappy Photoshopping.



    So anyway, here's the "good / gold / yellow Castle":


    castle3bscrn2ls9.jpg



    Here's my tileset for those who are curious:

    goldset3jpgmp2.jpg



    These are all new tiles that I made from scratch, although I used the ff tileset as inspiration.

    One thing, not to pick nits, but since you're being a perfectionist about it I figured I point this out.

    The human eye is trained to recognize patterns. You have 8 flowers, 4 on each side of the castle. It stands out like a sore thumb to me. Delete just ONE flower and you've eliminated the pattern.

    Otherwise, this is fantastic.

    Are you able to edit mappy tiles in photoshop? I've been solely using photoshop to create tiles and haven't really looked into any other editor.

    Ragnar Dragonfyre on
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  • Shoegaze99Shoegaze99 Registered User regular
    edited September 2008
    <3<3<3<3<3

    Shoegaze99 on
  • slash000slash000 Registered User regular
    edited September 2008
    slash000 wrote: »
    Goodness. This project is turning me into a serious perfectionist.

    I created so many tiles for this castle that I could reconstruct the entire thing, entirely in Mappy, without any extra post-mappy Photoshopping.



    So anyway, here's the "good / gold / yellow Castle":


    [IM]http://img152.imageshack.us/img152/3968/castle3bscrn2ls9.jpg[/IMG]



    Here's my tileset for those who are curious:

    [IM]http://img257.imageshack.us/img257/1180/goldset3jpgmp2.jpg[/IMG]



    These are all new tiles that I made from scratch, although I used the ff tileset as inspiration.

    One thing, not to pick nits, but since you're being a perfectionist about it I figured I point this out.

    The human eye is trained to recognize patterns. You have 8 flowers, 4 on each side of the castle. It stands out like a sore thumb to me. Delete just ONE flower and you've eliminated the pattern.

    Otherwise, this is fantastic.

    Are you able to edit mappy tiles in photoshop? I've been solely using photoshop to create tiles and haven't really looked into any other editor.



    Mappy itself is just a tile-based map editor. It just lets you create a blank slate, tell it how big tiles on the slate are, and then load up your own set of tiles and it will divide up that single image of tiles into separate pieces. You can then take those tile pieces and "draw" them onto the blank slate. You can also load an image into the blank slate and have Mappy chop it up into tiles automatically.

    So what Halkun and I are doing is taking the collision map and loading it onto the blank slate, and then loading sets of art tiles. Then we're "drawing" the art tiles over the collision map.


    What I have done is created my own set of brand new art tiles, having drawn them in Photoshop, and then I took my set of tiles and loaded them up in Mappy, and "drew" them onto the black-and-white collision map provided by Halkun. Taking a little bit of liberty with the front towers, and the back of the castle of course.



    Anyway, since you mentioned the flowers, I can overwrite its tile with a blank grass tile. It takes a split second in Mappy:

    castleimg3xb4.jpg





    I'll probably start on the Evil Castle later tonight... should be interesting.

    slash000 on
  • halkunhalkun Registered User regular
    edited September 2008
    Just wanted to mention something... The gate needs to have no door, that's a sprite handled by the engine.

    halkun on
  • slash000slash000 Registered User regular
    edited September 2008
    halkun wrote: »
    Just wanted to mention something... The gate needs to have no door, that's a sprite handled by the engine.

    So just have a dark opening there instead of having the gate? And then later when you've implemented the sprites and what have you, the actual gate will be an overlaying sprite on top of the dark opening?



    Also, I'm making the Evil Castle right now, and it's going to be thematically similar to the earlier conceptual image of the Evil Castle I put, except it's going to be done in the style of the castle that I just finished.

    slash000 on
  • halkunhalkun Registered User regular
    edited September 2008
    The gate is see though. They are in the sprite directory, (port 1, prot2 , and port3) Once for each castle, so you can have three different doors. The Sprite moves upwards, just like in the original game.

    halkun on
  • ogcam777ogcam777 Registered User regular
    edited September 2008
    Didn't notice this before, but programming is misspelled.

    Sorry, I had to. :(

    ogcam777 on
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  • slash000slash000 Registered User regular
    edited September 2008
    halkun wrote: »
    The gate is see though. They are in the sprite directory, (port 1, prot2 , and port3) Once for each castle, so you can have three different doors. The Sprite moves upwards, just like in the original game.

    I just want to clarify:

    Instead of having a gate actually on the screen as I have above, what I need to do is just have a dark opening, and then you'll add the gate sprite(s) onto it later, correct?



    As a general update, I'm about 60 percent done with the Evil Castle. Again, it's theme is dark black bricks with blood-like mortar, and evil looking arches, sharp/harsh angles, and torches, and instead of pillars, probably gargoyles, and some other evil things.


    QUESTION: what color is the ground around the Evil Castle? is it brown dirt, is it some kind of grass, it is some kind of dead grass, is it stony stuff, what should I do with the ground around the Evil Castle? Right now it's just brown dirt.

    slash000 on
  • slash000slash000 Registered User regular
    edited September 2008
    Erg.. so close to finishing the Black Castle... but agh! I need a break from tiling. So close though. Probably will finish the Black Castle tomorrow.

    slash000 on
  • halkunhalkun Registered User regular
    edited September 2008
    I donno, throw in some lava-ish rocks.. Cacks in the earth.

    I almost have the new collision system implemented. The hero doesn't bounce off the walls anymore, but now it's not moving from one room to another correctly.

    I'll probably add a debug key that will toggle collision detection (scroll lock) so that you can wander all around the world to see how things look.

    halkun on
  • slash000slash000 Registered User regular
    edited September 2008
    OK, finished the Black Evil Castle:


    black1scrnjpgus0.jpg






    Again, I created all new assets, most of them from scratch, some of them heavily modified versions of the public domain art:


    blacktileset1tm2.jpg




    As a side note: halkun, these images have the gates on them, but I'll be sure that before the game is finished, there will just be a dark opening where the gates normally goes, since the gate is an animated sprite. But for now the gates are on these pics just for show.

    slash000 on
  • citizen059citizen059 hello my name is citizen I'm from the InternetRegistered User regular
    edited September 2008
    Slash

    that castle, man

    it looks scary

    I'm afraid to go in there

    Nicely done.

    citizen059 on
  • DrunkMcDrunkMc Registered User regular
    edited September 2008
    citizen059 wrote: »
    Slash

    that castle, man

    it looks scary

    I'm afraid to go in there

    Nicely done.

    Yeah, that's some real high quality art right there. Very well done.

    DrunkMc on
  • Shoegaze99Shoegaze99 Registered User regular
    edited September 2008
    Now all you guys need to do is add a hit points and inventory system, and a job system, and a party system, and get a CG crew to do 12-minute cut scenes, add an androgenous lead, and maybe a big puffy flightless bird, and a novel or so worth of dialogue, and a complex magic system, and this will be PERFECT.

    Shoegaze99 on
  • ImpersonatorImpersonator Registered User regular
    edited September 2008
    slash0000, your castles are amazing <3

    Impersonator on
  • slash000slash000 Registered User regular
    edited September 2008
    Thanks guys, I'm glad you all like the art I'm doing for these castles. It's a fair amount of work, creating all new tiles and everything, but it's worth the effort if people are liking it.

    I suppose I'll be starting on the Ice Castle later today.

    slash000 on
  • halkunhalkun Registered User regular
    edited September 2008
    My new collision system is like 90% there. The fucker is getting confused on whick mask to use. As always you can download the daily build from SVN. Bugs suck!

    halkun on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited September 2008
    I'm too young to have played the original adventure, but this is pretty cool!

    Speed Racer on
  • JivesJives Registered User regular
    edited September 2008
    this is looking really good



    not a blue dot post

    Jives on
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