I'm not sure about what you mean with increasing the resolution without changing the textures, but hopefully this will answer you anyway: the resolution has been chosen to be low because a) it makes it possible to draw (and gives it a meaning) the bitmaps by hand, pixel by pixel (see the developer's manual for the details); b) I like pixels ;)
Also, if you haven't already, please check the dots modes in the options: they allow to change the size of pixels and also the filters applied to them.
(BTW, no, it wouldn't be necessary to touch the missions layouts - if you have a look at the developer's manual, you'll understand why).
New levels: do you mean you have already finished all the 77 levels included in this version?!? :o I see you have bought the game very recently, so that would be quite an achievement! I'd appreciate if you submitted your records to the online standings.
The camera system idea (i.e. the fact that the character is fixed at the center and all the rest rotates around him) came from the coin-op Formula 1 game Tail to Nose (it's mentioned in the TRIVIA section of the user's manual): my teenager mind was blown away when I saw that concept in an arcade in the 90s.
The tile-based lighting idea came from the RPG Shadowlands I saw once on a PC (again in the 90s and again mentioned in the user's manual).
The tile-based field of vision idea came... came... from nowhere, or at least I can't pinpoint any influence (that is, I came up with it myself).
Good luck with your project!
I love pixel art too! What I meant by increasing the resolution, would be to triple the size of the sprites and textures using nearest neighbour (the textures will stay pixely, but when rotated, they would stay sharp instead of needing interpolation). You wouldn't have to redo the art, the art itself would stay at 16px
and no I didn't finish the game yet!. I've done a few levels, didn't have too much time but I do a few of them
throught my day
by the way I invite to check out 'NOXP: Flashlight' that I released here on itch.io, look at the video I put - if you like
the shadows, I could tell you how I did it it's fairly simple. But yeah just increasing the resolution would be great :)
Ah, I see what you mean about the resolution. Yes, what you suggest is theoretically doable.
This is what happens now: render field at 1x -> rotate enemies -> render sparks -> rotate bitmap -> render main character, aiming tool beam, and HUD -> zoom bitmap (and, at the same time, apply CRT/LCD filters, if needed).
Your idea would need: pre-render zoomed font and main character -> render field at 1x -> render sparks -> rotate and zoom bitmap -> rotate and zoom enemies -> render main character, aiming tool beam, and HUD -> apply CRT/LCD filters, if needed.
The sort of linear interpolation I use can be applied also to your idea without producing blurry results: it would simply smoothen the edges between pixels and it would look great.
I like your idea (and it's really tempting me!), but there are a couple of problems:
- rendering is 100% software (because I like doing this sort of things and I did not want dependencies on hardware/libraries, especially considering that the game runs on several different systems) and, at the same time, the game is made to run nicely also on 15 year old AmigaOS machines, which thus wouldn't have enough grunt to handle so much data at a decent speed.
- although the changes aren't too difficult, still it would be a lot of work (relatively) and, unfortunately, I just can't afford it because I'm working on a new version of MAH, I have to release a slightly updated version of Huenison, I have to complete QUOD INIT EXIT IIo (which isn't going to take less than 1 year of hard work), and I'm finishing a short story; on top of that, it's years I've been longing for working on a couple of games for classic Amigas, and I can't wait to do that! (And, on top of everything, let's not forget the demands of real life.)
Therefore, I'm afraid your idea is not going to make it :/ But thanks for suggesting it, it's a nice one!
Enjoy your next missions: as you play them, you'll find more and more surprises.
I've watched the video of your game, and I can see the conceptual similarity to BOH regarding the lighting and field of vision :)
That's totally ok then! Just know that if you ever do decide to implement it, I'll be very happy :)
I would have offered to help but I don't know C
Do you have any tips on learning pixel art? I'm not very good at it that's why I draw cute monsters instead,but they're not
scarey. I mainly have difficulty with animation (the player walking animation for example)
If you have any tip, or if you recommend any tutorial, that'd be great!
Unfortunately, pixel art is, as the words say, an art, so there is nothing like a tutorial that can cover it and turn anyone into a master. It's an art because it requires knowledge of the art of drawing and the technique of managing pixels and small palettes.
That said, if you are seriously motivated, nothing can stop you from learning ;)
The best place where to go is http://pixelation.org/ - read as much as possible, understand the philosophy of the place, learn about the terminology and the concepts, watch the videos, do a lot of practice, and use the critique/help of the geniuses over there to improve.
I'm working on a new version of my game, I decided to try using a view/camera system like yours
but using the mouse (moving the mouse left and right rotates what you see, like in BOH using arrows)
Something I noticed is for any movement that is not round (a number with decimals, like 1.235),
it causes problems. It causes the screen and the player to 'shake' or 'jitter' a bit
Your game is at a much lower resolution to work on older system, so it must have been even harder making sure
everything looks perfect like it does.
What I did was to use trigonometry so that no matter what the angle is, the player moves the same distance.
But at an angle, this is what causes the decimals and the jittering
In your game movement is super smooth, it's fantastic, the screen doesn't jitter and the character doesn't jitter either. If you don't mind me asking, how did you handle movement at an angle?
I simply rotate the background with the source center being the position of the character controlled by the player and the destination center being the center of the screen. The character itself is drawn after the rotation, always at the same position (i.e. the center of the screen).