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Shine
Registered: Jul 2012 Posts: 330 |
Event id #3391 : C64GFX.com CharSet Logo Compo 2024
✅ I am in! (After more than a decade!) |
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... 109 posts hidden. Click here to view all posts.... |
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chatGPZ
Registered: Dec 2001 Posts: 11146 |
All games that use meta-tiles, and use the colorram with it, could reuse chars with different colors - i am sure some do it (because really, why wouldn't they?) |
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Oswald
Registered: Apr 2002 Posts: 5027 |
Quote: All games that use meta-tiles, and use the colorram with it, could reuse chars with different colors - i am sure some do it (because really, why wouldn't they?)
sure there may be some exceptions, but usually each char is assigned a color and thats it. no seperate tilecolor map, or levelcolormap
even if you have this then you can not use all 256 chars because then some bytes are reused for different color.
thats 1 reason for not doing it, and 2nd reason is unecessary extra complexity and usage of ram, look at mayhem in monsterland best char gfx for a game ever, and does fine without |
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chatGPZ
Registered: Dec 2001 Posts: 11146 |
Yes sure, but still no good reason to generally not support it, IMHO. |
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MagerValp
Registered: Dec 2001 Posts: 1059 |
Quoting rexbeng@chatGPZ, thanks! So, I'm putting this down in moron-graphician words to make sure I'm getting it straight:
In standard multicolor character mode you have one background color ($d021) and two shared colors for all chars ($d022, d023). Then for each character you have two options:
• Either a hires character with one of color 0-7 plus the $d021 background
• Or a multicolor character with one of color 0-7 plus the two shared $d022/23 and the background color
To get a hires character, set color ram to a value between 0-7. To get a multicolor character add 8 to the color you want and set color ram to a value between 8-15. |
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TheRyk
Registered: Mar 2009 Posts: 2084 |
I think some people overdo the "CharSet" in the title - which of course intended dispayability of the logo in CharMode. What we actually find daily, are rather fonts than logos in my view.
Bottom Line: More focus on the "Logo" part. I'd appreciate some more creativity, actual pixelwork should be encouraged - applause and ridiculous upvotes (every so-so stuff gets its 10s wtf) for stuff that can be called a logo but is actually some 30 minutes copy&paste job might be rather seen as frustrating for real gfxians considering to participate.
And this is _not_ a statement about use of AI or cross development. You can use these and still have a somewhat cool and less dull output.
Looking 4wd for more REAL logos! |
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4gentE
Registered: Mar 2021 Posts: 118 |
“Some people”. Ha! |
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Raistlin
Registered: Mar 2007 Posts: 575 |
Things just got interesting/complicated ;p
We have our first non-scener entries :-) .. PRGs for these were supplied - but for now C64GFX only shows the images, there's no PRG/D64 hosting etc.
So you can currently only see them here: https://c64gfx.com/compo/3391
I have no idea whether they automatically qualify for CSDb..?
But, regardless, voting etc will be done over on C64GFX - so the only confusion will come if people wonder why the CSDb chart for the compo doesn't matter jot in this case ;) |
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chatGPZ
Registered: Dec 2001 Posts: 11146 |
some people got accounts for less :) (IIRC "taking part in a compo" is even mentioned in the rules as a criteria for qualifying for csdb) |
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Raistlin
Registered: Mar 2007 Posts: 575 |
Quote: some people got accounts for less :) (IIRC "taking part in a compo" is even mentioned in the rules as a criteria for qualifying for csdb)
Cool. He tried applying for an account -before- submitting the entries and was rejected... maybe I suggest he create a little more art first and then reapply. He has a page on C64GFX now, anyway. |
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chatGPZ
Registered: Dec 2001 Posts: 11146 |
One of the usual suspects will add those entries soon enough, i am sure :) |
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