Exolon, what kind of monster is in the picture?

ZXNet echo conference «spbzxnet.games»

From Yuri Potapov To All 17 August 2006

Hello Shadow Maker oh well, people just asked for a screenshot and they gave it out - it’s not 2 zone :)

From * Felix * To All 18 August 2006

Hello, captain cobalt cap> On the contrary, this is an image from an unfinished working version. cap> What is written in the note? What a game there will be. And that there will be scrolling. cap> cap> In the final version there is no this monster and the movement is screen-by-screen. Cool, it turns out that initially Rafael Secco planned Exolon in the style Stormlord (go forward, kill enemies, the screen scrolls), maybe the engine then it was written for it, and then it was used in Stormlord. But Why did you still choose the screen-by-screen option? By the way, inside Exolona, all sprites (except for the hero) are made 8x8 pixels, which is clearly convenient for scrolling level. Who knows what, please answer?

From Yuri Potapov To All 18 August 2006

Hello, *Felix* Fel> Cool, it turns out that originally Rafael Secco planned Exolon Fel> in Stormlord style (go forward, kill enemies, the screen scrolls), Fel> maybe the engine was written for it back then, and then everything was used Fel> is still in Stormlord. But why did you choose the screen-by-screen option? Fel> By the way, inside Exolona all sprites (except for the hero) are made 8x8 Fel> pixels, which is clearly convenient for a scrolling level. Fel> Who knows what, please answer? Hardly... 8*8 are, after all, tiles... where each object consists of tiles... and screens are specified according to the principle of object + coordinates. the option of “moving out” of the next one is possible screen, but scrolling the screen would greatly slow down the game By the way, 16*16 pixel tiles are much more convenient for scrolling

From van Yu Shinn To All 18 August 2006

Hello RamTop The following are displayed with pixel-by-pixel accuracy: enemies flying towards you, red balls, pieces of explosion.

From Alex Astafiev To All 14 September 2006

Hello Jerry It's useless to guess based on how the graphics inside the game are organized. They do it like horrible. For starters, I propose to analyze (in the sense of discouraging results) to a bunch of RType, Zynaps and at the same time Rex and so on. and especially toys from Vortex :) Low FPS in Savage-like toys (AMC is one of them) is explained by the fact that that they organize a BackBuffer of 4 kb. And to send it using LDI:LDI:LDI:LDI... takes time. I think they didn’t think much about organizing graphics for the sake of speed. There were some additional factors that we focused on. You never know... maybe some of their editors saved in such formats... Or from the programmer I still have the habit of loading graphics from his first toys on basic UDG graphics :))

From * Felix * To All 14 September 2006

Hello Raider Rai> It is useless to guess based on how the graphics inside the game are organized. Rai> They do it haphazardly. Rai> Rai> For starters, I propose to analyze (meaning for Rai> discouraging results) to a heap of RType, Zynaps and at the same time Rai> Rex and so on. Rai> and especially toys from Vortex :) Rai> Rai> Low FPS in Savage-like toys (AMC is one of them) Rai> is explained by the fact that they organize a BackBuffer of 4 kb. And on him Rai> forwarding using LDI:LDI:LDI:LDI... takes time. Rai> Rai> I think they didn’t think much about organizing graphics for the sake of speed. Were Rai> some additional factors that we were guided by. Little Rai> maybe... maybe some of their editors saved them in such Rai> formats... Or the programmer still has the habit of clogging up graphics with Rai> his first toys on basic UDG graphics :)) You're wrong, speckies are not PCs, where optimization is the last thing they think about, it's just That's not how Spec's programmers usually cut sprites.At the time when AMC and SAVAG were written, the procedures for ldi ldi ldi were the most progressive technology :)