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).
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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.
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 :)
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!
Thanks a lot for sharing such nice thoughts :)
My next games will be totally different (the one being worked on is a multi-level version of QUOD INIT EXIT IIm for the C64), but I have also a 100-mission version of BOH in the plans (it will be free for current customers; several missions are done already).
After one month of hard work, finally the latest version of KOG landed here on itch.io! This is an almost complete rework of a game originally released in 2008: most of the code has been rewritten, all graphics have been redrawn, music has been added, and gameplay has been extended and re-balanced.
As in RETREAM's tradition, KOG is so original that it's hard to put it in words - so just have a look at this video to get a quick idea of what the game offers:
The game is full of depth, so check out its page and documentation, and, of course, the game itself - it's free, after all ;)
QUOD INIT EXIT is a funny and cute platformer for the Commodore 64 which distinguishes itself for the immediate gameplay and its super colorful and high resolution graphics. You don't need to be a C64 user/expert to enjoy it: it comes also as a regular installer that allows to install it as if it were a native application.
Version 1.0 was released in 2010, and today sees the release of version 1.7. With the occasion, the game has been released also here on itch.io.
Game page: https://retream.itch.io/quod-init-exit
QUOD INIT EXIT IIm is a platformer for the Commodore 64, and it stands out for its 100% hires colorful graphics, super-fast (50 fps) full-screen sub-pixel scrolling, and alternative gameplay - for once, you don't stomp on enemies' heads ;)
It's the sequel of QUOD INIT EXIT (hence the II), originally released in 2010 (I plan to release that game here as well). It fits in 16 kB, and that's where the m in the name comes from: m = minimus (so the full name reads QUOD INIT EXIT SECUNDUS MINIMUS).
I'm working on a multi-load version that isn't restricted to 16 kB (but that will take a looong time).
I failed to make an announcement here when I originally released this game on itch.io, but now I have just released a little update and reworked the page heavily, so I thought I'd better let you know ;)
MAH is a Commodore 64 game (but, to make it easy for everyone, it also comes with a installer that lets you try it without fiddling with emulators). It's an arcade game... and that's about all I can do here: it's such an original and complex game that there's no way to sum it up in a few words. That's why the page here (https://retream.itch.io/mah) is so rich - and still it fails to completely describe the game.
My warm recommendation is simple: try it out, and be brave (it isn't one of those self-completing games) ;)
Huenison is an innovative arcade shooter that takes various elements from Arkanoid, BOH, Decathlon, Dyna Blaster, Impossible Mission, Oil's Well, Pac-Man, Pang, Qix, Slam Tilt, Space Invaders, Tetris, and Vital Light, and puts them together in a hectic mix. All in retro visuals and synthetic sonorities that recall the revered Commodore 64's SID chip.
Huenison has just been updated and, with the occasion, has found a new home here on itch.io - just have a look at the page to discover all the many features, download the demo, watch the videos and the screenshots, listen to the music, and, of course, buy the game.
Huenison's originality and depth puzzle you, please feel free to ask questions here or by email (firstname.lastname@example.org).
BOH is a dungeon crawler of a kind you have never seen before. You need to solve puzzles, collect items, open passages, avoid traps, kill the Evil Masters and the creatures they generate endlessly, and eventually come out of the mazes in one piece. Thanks to its unique aspect and gameplay, is an immersive experience that makes you feel as if you were actually lost in those treacherous dungeons.
BOH has just been updated and, with the occasion, has found a new home here on itch.io - just have a look at the page to discover all the many features, download the demo, watch the videos and the screenshots, listen to the music, and, of course, buy the game.
(This trailer is from 2014, so it doesn't show the features brought by the updates released after its creation, but it gives an initial idea.)
Should BOH's originality and depth puzzle you, please feel free to ask questions here or by email (email@example.com).