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Re: My game development thread

Posted: Wed Sep 21, 2011 7:11 pm
by vanpeebles
Well I tried resizing my pic to 512 by 256 pixels and it came out at 256k and still did the same! :lol:

Re: My game development thread

Posted: Wed Sep 21, 2011 8:54 pm
by thorsinclair
The reason may is the resolution, dpi, dots per inch. Screen resolution normally is 72dpi.
You may check the resolution and set it to 72 dpi. Hope this helps ...

Re: My game development thread

Posted: Sun Sep 25, 2011 9:36 am
by polka
To be sure :
the QL graphics offers 512x256 pix in 4 colours (black-red-green-white) coded with 2 bits/pix - needing thus a screen memory of 32Kbytes ; or 256x256 pix in 8 colors coded with 4bits/pix ( 3 R-G-B bits plus 1 Blinking bit per pix) thus in the same screen memory (1/4 of the 128K RAM in a basic QL !).

The BMP pictures may be in 4 formats :
- B/W : 1bit/pix
- 16 base colours : 4 bits/pix
- 256 indexed colours : 8bits/pix
- 3 R-G-B bytes : 24 bits/pix

A "professional" conversion program would have to :
- resize the BMP either to 512x256 or to 256x256
- reduce the colour map to 2 or 3 bits per pixel in both cases limiting the choice to the 4 or 8 base colours of the QL graphics.

In the end, the SCR file should effectively be 32Kb and load into the QL screen memory with LBYTES etc.

Paul

Re: My game development thread

Posted: Sun Sep 25, 2011 4:43 pm
by midboss
I had a chance to view some of the art design sketches for Baker Street on Friday night. Well, I say 'art design sketches', when what I really mean is 'small scruffy doodles of attempted 3D sketches of a room, in an old, lined school exercise book'. It was most amusing. :P :D

Though, there's some nice fundamental design ideas in there that will look good on screen.

Re: My game development thread

Posted: Sun Sep 25, 2011 10:11 pm
by vanpeebles
Hmph cheeky midboss, it's been a long time since I did any perspective drawing :?

Re: My game development thread

Posted: Thu Sep 29, 2011 9:23 pm
by vanpeebles
A quick test with the super gold card(and my perspective sketching), only trouble is the pointer flashes rapidly and sometimes goes off making it very hard to see. I've tried slug in superbasic and also go_slow utility which in some cases makes it worse and vanishes all together.

Any ideas?

Image

Re: My game development thread

Posted: Sun Oct 02, 2011 8:28 pm
by Mr_Navigator
If you are running extensions with JOBS, RJOB etc., do you control over job priorities? If so that may be a possibility if you run more than one program while using the drawing utility.

Re: My game development thread

Posted: Sun Oct 02, 2011 8:33 pm
by vanpeebles
I've no idea how to do that, so I don't think it's that :lol:

Re: My game development thread

Posted: Mon Oct 03, 2011 12:25 am
by Mr_Navigator
Does your set up have access to the second screen (i.e. Minerva ROM)? that may be a possible problem, perhaps it could be switched off.

It could be original programming taking in to account the one speed of the QL and that speeding the process up meant the graphic routines couldn't keep up the refresh rates. :(

Re: My game development thread

Posted: Mon Oct 03, 2011 8:12 am
by vanpeebles
I think it is a refresh rate problem. I do have Minvera so it might be worth trying to turn that off? Although I'll check on my stock QL too.