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Showing posts with the label Awesome Dude

RR #6 - The Stowaway

The graphics in the original version of Reckless Rufus were a joint effort by Mike Berry, Roy Fielding and David Green, and a very clever trick was used to get around the low-res appearance of the C64's high-colour mode. Essentially, each sprite is made up of two sprite layers: one sets down the colours according to the 160 x 200 resolution, the other overlays a high resolution monochrome outline, according to the 320 x 200 pixel resolution, to make it appear sharper. The same trick was used in several other C64 games, perhaps the most widely known being the highly stylised conversion of Target; Renegade . Rufus himself is a comparatively large (22 x 21 pixel) green blob with two flat feet, two big, round eyes, a bobbly nose, and a cheeky smirk. I'm not normally a fan of C64 graphics, but there's certainly something engaging about this cheeky stowaway. Weirdly, the animation of his vertical roll has fewer frames of animation than his...

RR #5 - Adding Character (Sets)

When I first received the coder's ZX Spectrum assets for Reckless Rufus , I was pleased to see that he was already using a custom font rather than the Speccy default. There was, admittedly, nothing particularly special about it, and either he or I had replaced it with something completely different very soon after. I don't recall who made the call or when it happened, but the SCREEN$ I have labelled as "2nd draft" has a cuter, curlier font in place for the few text characters the original, basic UI used. Given that the C64 game had such a strong, distinctive typeface ( several, in fact ) I felt it would be worthwhile developing something similar enough, but within the Spectrum's limits.  From the C64 version, the choices were as follows: The title screen uses both an angular sans serif font, and a similar, but irregular font where horizontal and vertical parts are of inconsistent lengths within each character and some corners ar...

RR #4 - Running The Numbers

Much as I love the ZX Spectrum series of computers, I can't deny its screen setup is not ideally suited to games. For starters, its resolution - 256x192 pixels, very firmly in the 4:3 aspect ratio of UK TVs at the time - is smaller than both of its most popular 8-bit competitors, and a fair middle ground for handling both horizontal and vertical layouts. By comparison, the Commodore 64 and Amstrad CPC run their screens at 320x200 in 'high res' mode (albeit just 160x200 in 'full colour mode'), giving an aspect ratio of 16:10, coincidentally rather similar to the 'widescreen' format of today . It's interesting to note, though, that the Spectrum's resolution is somewhat closer to the average arcade game of the 80s, which would have been 256x244 (or 244x256 in Tate Mode), an aspect ratio of 8:7. The Spectrum's screen is further broken down into 32x24 attribute blocks of 8x8 pixels, each of which can accommodate just two colours, design...

RR #3 - Have You Got The Scrolls?

It must be acknowledged that the ZX Spectrum version of Reckless Rufus is neither as pretty nor as colourful as the original C64 version, and nowhere is this more apparent than in the background to each level. On the C64, a range of static backgrounds - from starfields to regular  dot  patterns, from abstract orthogonal shapes to vine-like textures, from rigid mechanical constructs to freeform scatterings of colour - sit behind the tiles the player must navigate. They are solid-looking, yet distinct enough from the tiles that the player should only need to drop off the edges  once to learn where they can safely step. The same is true for the Amstrad CPC version, though its backgrounds are largely less colourful - several appear to be shades of grey only - allowing its brighter, more vivid sprites and tiles to stand out. The Spectrum version, for some reason, ended up with a green-and-black background, made up of square blocks - 16x16 pixel bricks, boxes, interfer...

RR #2: Reduce, Reuse, Recycle... and Recolour

The main reason I had been upset about most of my sprites being left out of the Spectrum conversion of Reckless Rufus is that I was uncharacteristically happy with how they'd turned out. Sure, they're not as colourful as the original C64 sprites, but I felt that I'd captured their essence within the 1-bit limit of the Spectrum, while also cleaning up some of the details that didn't come across so well due to the C64's fat pixels. Looking back, I suspect this was the main reason I even considered the possibility of porting Reckless Rufus to the SAM: to make use of sprite work I actually liked, and to use MODE 4 on the SAM to further refine them. Thing is, back when I first started porting my Spectrum graphics over to the SAM, I didn't even bother adjusting the palette from the default Spectrum colours, so I ended up doing just one version of each enemy sprite. Given that the C64 version offered a range of colours for each sprite - coincidentally, like many vers...

RR #1 - Revisiting Past Glories

While the majority of my graphic design/pixel art has been on the SAM Coupé, I started out on the ZX Spectrum, and wanted to get into game development from a very young age. At the very beginning, back in the early/mid 1980s, I used Pixel Pads , created by a Hertfordshire company named Computer Agencies Limited, which I'd acquired at a ZX Microfair. These were ideal for sketching out anything from a complete screen to individual sprite graphics, since they were designed with the Spectrum's 256x192 pixel screen in mind, with the 32x24 attribute block grid marked out using heavier lines. Most of the time, I used pencils but, over the years of using and reusing the pages of the pad, I ended up using felt-tip colouring pens on quite a lot of them, making them harder to reuse effectively in future. Eventually, however, I acquired The Artist II by Bo Jangeborg, which allowed my creativity to take flight in new ways. I wouldn't say I ever mastered The Artist II , nor OCP's Ar...