Hero Adventure (previously Intellivision RPG experiment)

Hero Adventure (previously Intellivision RPG experiment)

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Hero Adventure (previously Intellivision RPG experiment)



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Title: Hero Adventure (previously Intellivision RPG experiment)
Pixel Artist: Mrmo Tarius  (Level 10 Master Sniper :: 37453 points)
Posted: 2/7/2017 05:10
Palette: 16 colors
Statistics:  16 comments    79 faves    0 avatars

I am currently researching how Intellivision graphics function, and these mockups should follow the restrictions :)

I had fun trying to simulate what the scenes would look like on actual hardware/CRT, here's the album and here's a preview :)

Updated (again!) - added a proper title screen and an inventory management concept (and removed the key indicator from the main game view), along with some tweaks :)

Now animated!

Discussion

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kinetisus (Level 3 Private Eye) @ 7/27/2018 07:21

With Tommy Tallirco restarting the brand (you should look it up) this seems like something they would like to look at? Anyways never been into intellivision but this got me excited. Great work!


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iLKke (Level 9 Nidan) @ 10/4/2017 16:37

oooh, how did I miss this! <3


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Aaron Lycan (Level 1 Rookie) @ 5/7/2017 21:30

It manages to look nice despite being very simple. Nice job!


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First Spear (Level 1 Rookie) @ 3/3/2017 13:06

A great, great effort! Thank you for sharing.

We have an Ultima-inspired, Intellivision RPG in the works as well. It's a great time to develop for the platform! Your graphic specs are spot-on. There is an addtional wrinkle, and that is there are two graphic modes:

1. "Foreground-Background" which allows any of the 16 colors for background tile and foreground image, but has less GRAM shapes and only the upper-case letters from ROM, and a foreground color can only be from the first 8 of 16 in the Intellivision pallette.

2. "Color Stack" which allows 64 GRAM shapes, and all upper and lower case characters from ROM, any foreground color, but the background color can only be one of 4 colors and they are in a Stack, so if you want to have colors in the stack as black,red,blue,green and you have some blue water in an 8x8 square and want to have red fire to the right of it (tiles render from "0" in the top left to "239" in the bottom-right), you need to have something with a background of green first and then black and then you have access to red.

To see if/how the images would work on real Intellivision hardware, download a copy of IntyBASIC, which includes the IntyColor command-line tool. It will disassemble a .bmp to 8x8 tiles and write them into source code, so if you have more than 64 shapes or colors that don't behave according to Color Stack rules, etc., you'll know.

Very cool graphics, Mrmo Tarius! Awesome work!


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Adarias (Level 11 Special Agent) @ 2/14/2017 09:06

Absolutely fantastic.  Really impressed by how you were able to leverage the cabinet projection for shapes that feel so dynamic, rather than the rigid, skewed look we're accustomed to from say, tibia.  And while I was at first worried that those walls were wasting a lot of tiles, they look fantastic and still allow (as you show) for some clever room templates.

Great job all around.


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MFlanaga (Level 4 Ensign) @ 2/13/2017 15:37

oh dude... awesome


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Mandrill (Level 8 Partner) @ 2/13/2017 07:41

Like a little box full of wonders. Lovely piece, buddy!


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Erico (Level 4 Deputy) @ 2/9/2017 04:51

I love this! Great work!


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Doppleganger (Level 6 Yonkyu) @ 2/9/2017 01:05

well done, man! i played a fair amount of intellivision as a kid, and if i recall correctly i did see blinking sprites employed from time to time. check out the game Sea Battle, i think that might have used blinking sprites for the subs, and it featured some pretty large 2 player skirmishes with multiple ships and bullet animations to boot


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solrac (Level 2 Flatfoot) @ 2/8/2017 14:06

Masterful pixelling. Those limitations seem rather hard to deal with.


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DatMuffinMan (Level 4 Mercenary) @ 2/7/2017 15:24

so cleannn, love this so much

edit - quick doodle after seeing yours, 8x8 is too fun


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blaster (Level 3 Hatchikyu) @ 2/7/2017 14:33

Excellent work!


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torguen (Level 2 Flatfoot) @ 2/7/2017 09:07

It is really nice!.


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Mrmo Tarius (Level 10 Master Sniper) @ 2/7/2017 08:06

Okay, from what I've gathered, here goes (someone please correct me if I got something wrong):

160x96 "real" screen resolution, doubled vertically to 160x192 with some sort of interpolation/scanlines, and then rescaled to be shown on a 4:3 TV resolution.... somehow (?) so on an old TV screen it would look slightly stretched vertically (to an equivalent of 160x120px I think).

Screen is composed of 8x8 "cells", which can show two from a fixed palette of 16 colors (and all 16 colors can be shown on the screen at the same time), or one color and one transparency "color"  if declared a sprite.

If I understand correctly, sprites can be overlaid on anything, including other sprites (which enables improvising multicolor sprites), but there can be only 8 sprites shown on the screen at the same time (not sure if you can improvise and load more with blinking sprites in and out?).

The main "thing" is the limited availability of graphic memory- you are limited to 64 8x8 custom "cards", one-bit patterns or tiles that can be shown on the screen at once (but you can define a new set of cards for every new screen it seems), and a set of ROM cards which is fixed and includes letters, numbers, punctuation, some symbols and a bunch of basic shapes. So, ROM card library, and 64 RAM custom cards (they can repeat freely, there just can't be more than 64 different cards). This severe limitation forces improvisation and creativity like nothing else I've seen as of late :D


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Nevercreature (Level 9 Vice President) @ 2/7/2017 07:23

Wow! Simple but awesome. I like roguelikes a lot, it could be a roguelike game.


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DawnBringer (Level 10 Maniac) @ 2/7/2017 06:17

You should list the Intellivision limitations/specs...so we can know if this is any good! ;) 


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