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/vr/ - Retro Games


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File: 11 KB, 422x452, ZniggyRun.png [View same] [iqdb] [saucenao] [google]
5703597 No.5703597 [Reply] [Original]

Roight so 'ehe's the deal m8s, we be moikin' a class'c zed'ex speccy goime. Mos'lee jus need anons t'ah moike mahps now, roight?

Project Links:

ZniggED: The powerful Zniggy!™ Windows level editor
>https://framadrop.org/r/Ub5jhuCFGf#uzuZyoo9lISkSIDx0VvfAIOQCEQntiph6idxpxvL0A4=

ZniggED source code:
>https://framadrop.org/r/deMfJHoVm3#3SCkraga+eg4/yXyl+FDolG2+w/9cLUPFWQWqgSftoU=

All the images/assets and .webms from previous threads:
>https://anonfile.com/x31d59v4n6/zniggy_6162019_rar

Source, compiler and graphics from 06/04/19:
>https://mega.nz/#F!UGI3gSwC!YoLqSMWpN9WiOE5xRVkZ9Q

Good speccy developer forum:
>https://www.z88dk.org/forum/forums.php
Sound programming tutorial:
>http://www.chibiakumas.com/z80/ZXSpectrum.php

Old threads links:
>>/vr/thread/S5620591 (1st)
>>/vr/thread/S5651248 (2nd)
>>5666334 (3rd)

>> No.5703607
File: 196 KB, 2048x1152, 1561855540771.png [View same] [iqdb] [saucenao] [google]
5703607

Most current map list.

>> No.5703618

>>5703607
Oi mate good show ya cheeky cunt. Let's go Zniggers and get some maps cranked out.

>> No.5703672

>>5703597
what's zniggy?

>> No.5703705
File: 4 KB, 256x144, level.png [View same] [iqdb] [saucenao] [google]
5703705

Been working on this room but I don't know where it might be able to fit or if I should make more ocean/palmtree tileset rooms to go with it

>> No.5703731

>>5703705
that's pretty neat
really, find a spot for it with some adjacent space, I (or someone else) might adjoin it with something related

>> No.5703732

>>5703705
With exception of I think 19 (11 is reserved) we are now officially out of unconnected rooms. Everyone now much make a conscious effort to join & connect with existing screens.

>> No.5703827

>>5703732
is 43 reserved?

>> No.5703830

>>5703827
oh, I'm baka, it connects to the first room, but that's also a really easy fix to connect to

>> No.5703960

>>5703731
>>5703732
19/20 with a second room sounds good, I just need to figure out how to connect it to 21if anyone has a full size of that room to cop tiles from.

Also how do you reopen your level.bmp in zniggED? Do I have to remake the whole thing again?

>> No.5703973
File: 612 B, 256x144, ZniggyGrid.png [View same] [iqdb] [saucenao] [google]
5703973

Here's a repost of the graph paper to help those of you who want to use Paint to make your maps.

>> No.5704058

Beach room anon again, got crafty with tiles from rooms 45 and 52 and turning my thing into rooms 43 and 44. Will post results soon, everything should connect nicely assuming I counted out the tiles for the other rooms ladders correctly.

>> No.5704098

>>5703607
Is it bad that I'm actually looking forward to playing this when it's done?
48k is enough, right?

>> No.5704112
File: 9 KB, 512x288, screen_7_the_city_park.png [View same] [iqdb] [saucenao] [google]
5704112

This is for 7. I'm calling it "The City Park."

>> No.5704176
File: 22 KB, 512x696, 43 and 44 together.png [View same] [iqdb] [saucenao] [google]
5704176

>>5704058
Here's 43 and 44 finished, they should connect correctly to the others

As separate images if needed:
https://imgur.com/a/eNLhulr

>> No.5704178

>>5703827
>>5703830
It's been suggested that the starting room ladder should lead to a death trap. So perhaps, if you'd like, you can make a small, isolated spiked pit for the connection. You don't have to, of course, but it would be funny and purely accurate ZX dickishness.

>> No.5704183

>>5704176
Forgot if names were needed but 43 is "Green Shill" and 44 is "Rave Ocean"

>> No.5704190
File: 4 KB, 256x144, 44col.png [View same] [iqdb] [saucenao] [google]
5704190

>>5704176
>>5704183
Ah fuck I accidentally put 43's collision in the image for 44, here it is.

>> No.5704195

>>5704190
What's the dithering supposed to be?

>> No.5704198

>>5704195
Water, the idea is that you can go inside part of the waves

>> No.5704203

>>5704198
Ah. We actually haven't established water or swimming as a thing in this game yet. I guess it's up to the project runner to decide if he wants to implement it or not.

>> No.5704206

>>5704203
I did the water just as platforms with being able to go into the waves just a simple collision trick, never thought about actual swimming.

>> No.5704469
File: 10 KB, 512x288, 3 complete.png [View same] [iqdb] [saucenao] [google]
5704469

Room 3
Get a loife...

>> No.5704472
File: 12 KB, 512x288, 11 complete.png [View same] [iqdb] [saucenao] [google]
5704472

Room 11
Bin that knoife!

>> No.5704557

>>5704472
I gotta say, I'm always concerned whenever I see gems stuck within a single tile between two spikes like that. Zniggy is supposed to have inflexible Castlevania-like jumping, so is it even possible to safely hit such a tiny spot via jumping?

>> No.5704707

>>5704557
If the gems aren't grabbable then they can just be removed, unless zniggy has any momentum in a jump direction midair

>> No.5704757

>>5704176
Liking the tropical feel. Need some syringes on the beach as enemies lol.

>> No.5704818

>>5703672
Only the most cracking ZX spectrum platformer mate.

>> No.5705216

Y'know, the ZX Spectrum really makes me appreciate the Commodore 64 and Apple II a lot more.

>> No.5705242

>>5705216
Eh? Apple II is very similar in fact more primitive in some ways because it's an older design than the Spectrum.

>> No.5705708
File: 2 KB, 511x288, hhhj.png [View same] [iqdb] [saucenao] [google]
5705708

finally room 11 is done. please just use the gem tile everyone else is using instead of the shitty one i did

>> No.5706454

>>5705242
There were different variants though, like the Apple IIGS and stuff.

>> No.5706479

>>5705708
goatse?

>> No.5706649

>>5704469

>>5704472
Anon, 3 and 11 were already claimed, can you make it 4 and 12?

>> No.5706673

>>5706649

>>5703607

>> No.5706707

IT'S BEEN FOUR WEEKS, WHY ISN'T ZNIGGY! READY FOR RELEASE YET YA CUNTS?

>> No.5706715

>>5706707
Hey I've made 5 maps so far, I've done MY part.

>> No.5706724

>>5706479
yeah, the room is called "hello"

>> No.5706741

>>5706715
I thought the project runner said that more than 3 rooms per contributer would be overkill, though with the progress slowing down dramatically, it's probably crunch time.

>> No.5706772

>>5706741
What can I say, you got me there. I'd like to say that I'll stop here, but occasionally when a new one gets posted then that inspires me to want to make a new one which connects to it.

>> No.5706831

>>5706649
4 and 12 works, do I need to modify and repost the two to make them fit at all?

>> No.5706903 [DELETED] 

IT'S BEEN FOUR WEEKS, WHY ISN'T ZNIGGY! READY FOR RELEASE YET YA CUNTS? DEADLINE'S RIGHT ROUND THE CORNER

>> No.5706907

>>5705708
Could you add the ring on the finger, or is that beyond the capabilities of the Speccy?

>> No.5707035

>>5706907
beyond tile color capabilities, i put a gem there to represent it

>> No.5707129

If Zniggy was ported to the NES, I imagine it would be like an early NES title that only uses the triangle wave for music, and would sound a little like this.

https://vocaroo.com/i/s1EQ7APrY2wS

>> No.5707565 [SPOILER] 
File: 429 KB, 1280x960, 1562102823463.png [View same] [iqdb] [saucenao] [google]
5707565

>>5707035
Well, better than nothing. The Speccy can't do masterpieces like these.

>> No.5708139
File: 1.26 MB, 320x260, 1559980905609.webm [View same] [iqdb] [saucenao] [google]
5708139

>page 7
'ome on now lads, ye can do better than this!

>> No.5708236

>>5708139
Lookin' roight class'c, dat.

>> No.5708245

>>5708139
Woah, is THAT why we've been giving our maps titles? They actually did that in those games?

>> No.5708251
File: 1.53 MB, 340x260, 1559862679356.webm [View same] [iqdb] [saucenao] [google]
5708251

Repostan more of the webms from the OP pack

>> No.5708253
File: 757 KB, 320x240, 1559819449617.webm [View same] [iqdb] [saucenao] [google]
5708253

>> No.5708260
File: 210 KB, 300x240, 1559711144929.webm [View same] [iqdb] [saucenao] [google]
5708260

>> No.5708283
File: 298 KB, 488x404, Chozo_Statue.png [View same] [iqdb] [saucenao] [google]
5708283

Can we talk power-ups?
Is such a thing even plausible for such a primitive game? And if so, what kind of stuff could we implement? I'm thinking perhaps at least some limited-use stuff, like 5 hits of protection from enemies or spikes.

>> No.5708319
File: 230 KB, 320x240, 1559690612736.webm [View same] [iqdb] [saucenao] [google]
5708319

>> No.5708326

>>5708283
a hat
FASHION +1
but also bigger hitbox

>> No.5708335

>>5708283
>>5708326
Does Zniggy have any way to fight the enemies?

>> No.5708351

>>5708335
implied eye lasers
they do not work very well, but at least he tried

>> No.5708632

>>5708283

What if he gets a magic hat that makes him flash white?

>> No.5708682

>>5708283
Hold some key to disable "gravity" and allow you move in any direction like that shitty famiclone pikachu mario game

>> No.5708776

>>5708139
Looks oddly smooth, would the Zeddex do that?
Also it looks like the black background around the sprites are actually solid and part of them, so it looks weird when they overlap, is that authentic as well?

>>5708335
Maybe he can find a pickup somewhere, it lets him fire a shot, but the shot has to travel off screen first or hit something and disappear before he can use it again, and even if he were to fire near the edge of the screen or near a target, there would be an annoying cooldown anyway.

Workable, but frustrating.

>> No.5708779

>>5708776
Oh yeah, and the shot would need you to hold down the fire key for just a split second, to make it feel like you're really squeezing the trigger and that it sucks.

>> No.5709125
File: 383 B, 64x128, ExtraZnigg.png [View same] [iqdb] [saucenao] [google]
5709125

>>5708283
Me again. So I gave it a little thought and came up with what is frankly the most obvious possible non-gem collectable. Barring the project runner's approval, I humbly submit the coveted, golden Extra Znigg!

>> No.5709249

>>5709125
Maybe do just his head or a smaller version of his body, like what was commonly done in other games of the Era.

>> No.5709261
File: 312 B, 64x64, ExtraZnigg2.png [View same] [iqdb] [saucenao] [google]
5709261

>>5709249
Like this?

>> No.5709383

>>5709261
Cute!

>> No.5709393

>>5704098
Same. But I do have a weird fondness for the spectrum

>> No.5710106

>>5708776
I know. Ain't no way you're getting 50 fps animation with that much stuff moving around.

>> No.5710163

>>5710106
I feel Zniggy should have a shorter, wider jump arc anyway, and being slower would also feel more natural

>> No.5710441

Is it possible to have a screen background other than black?

>> No.5710690

where has OP gone?

>> No.5710768

>>5706454
IIGS is a 16 bit system that has a working II inside one of its chips, it's more comparable to early Atari STs and OCS Amigas

>> No.5710813

Any recommendations for books/online info about assembly programming for the speccy? I used to make zniggy core on those TI calculators with Z80s in them, figured brushing up could be fun

>> No.5711257
File: 210 KB, 2048x1152, roomlist.png [View same] [iqdb] [saucenao] [google]
5711257

>>5710690
Sorry, I've been updating less since the game was slowing down, and had been holding off on doing a rather large structural change to the code. Although the biggest reason is that I've been addicted to auto-chess and have been playing it rather religiously for the past week. Also, I should mention, the guy making the threads and myself are different people. Shout out to real OP.
>>5705708
I've decided to give room 11 to >>5704472 since it connects better to the other rooms, and yours can be moved around pretty easy. I've also been placing rooms first come first serve, but I'll move things around if you want me to.
>>5704176
Neither of the rooms align with their neighbors, it seems room 43 is off horizontally by 2 tiles.
>>5710441
Technically there is no background colour, the black background counts as tile 0. At the moment, enemies bounce off any tile that isn't 0, but I might be able to change that if required.
>>5710813
Just find the instruction set and work off someone's code, I find that the best way to learn. Unless you've only coded basic instead of assembly, then it might be worth finding some resources on general assembly programming.

>> No.5711260
File: 7 KB, 256x128, tilemap.png [View same] [iqdb] [saucenao] [google]
5711260

Also, here's the current tile list. You can probably tell that some rooms require cleanup.
>>5707129
Cute!
>>5708245
The map titles were inspired by Manic Miner / Jet Set Willy.
>>5708283
Powerups are possible, invincibility and the extra lives >>5709261 would be pretty easy. A few ideas are to have them placed in levels, or maybe randomly take the place of gems, or even place them randomly in rooms (even in walls/spikes).

>> No.5711262

>>5703597
If you're an Australian, then just say so. The fuck?

>> No.5711263

>>5711262
I'm actually a degenerate, it's almost 5am for me

>> No.5711314

>>5711257
>Also, I should mention, the guy making the threads and myself are different people. Shout out to real OP.
Thanks anon. I'm the first three threads OP. Thanks for making the 4th one before the bump limit.

>> No.5711484

>>5711257
goatseanon here, would it work with 19?

>> No.5711523

>>5711257

>33 levels

We've passed the halfway point

>> No.5712535

>>5711257
Beach/Palmtrees anon, going to try and reallign mine a bit to make them work, I see repeats of the palmtree tops, ladders, and clouds in >>5711260 Do you think that's from my levels not adapting the tiles correctly, how should I fix it?

>> No.5713046

I had a great idea to have a room depicting all the UK flags, but the sheer complexity of the Welsh flag shot that down. Fuck you and your dragon, Wales.

>> No.5713056
File: 16 KB, 775x459, allignmenttest40s.png [View same] [iqdb] [saucenao] [google]
5713056

Think I fixed all the alignment, just need to redo the collision and gems/enemy placement. Not sure how to redo the collision map in paint without fucking it up a little bit.

>> No.5713110
File: 1021 B, 320x240, ZXcolors.png [View same] [iqdb] [saucenao] [google]
5713110

Reposting the ZXS colors, because I keep needing it and keep losing it.

>> No.5713198

>>5713056
The room with the waves should have the tree at the same level as the clouds in the adjacent room

>> No.5713278
File: 7 KB, 512x288, Screen14.png [View same] [iqdb] [saucenao] [google]
5713278

So this is screen 14, and I decided to try and implement our first extra znigg.

I want to make a request for a neighboring screen, if possible. In room 22 below, that cyan plant-thing on that floating islet has blue collision tiles applied to it. Could those tiles be changed to be walk-through? The flow of my room 14 here is rather dependent on it.

>> No.5714348
File: 2.34 MB, 3055x4354, ZNIGGYART.jpg [View same] [iqdb] [saucenao] [google]
5714348

I'm the anon who said I would do some box art for this game. here it is. The high quality PNG is in this link:

https://framadrop.org/r/uo4RQUDdrd#apR4BGQaiBCJFXol3LyGgYZ2fQd6ITxJTvL0kvTtks8=

>> No.5714427
File: 403 KB, 245x118, 1426816792718.gif [View same] [iqdb] [saucenao] [google]
5714427

>>5714348
Absolutely perfect

>> No.5714507

>>5714348
holy shit my sides

>> No.5714639

What is the win condition of Zniggy!™? Is there one?

>> No.5714658
File: 24 KB, 512x705, 43 and 44 fixed together.png [View same] [iqdb] [saucenao] [google]
5714658

>>5711257
>>5713056
>>5713198
Alright I finished fixing 43 and 44, here's an imgur link that has the separate versions.

https://imgur.com/a/1Jcycs3

>> No.5714680

>>5714348
Oh god, it's wretched. I love it!

>> No.5714704

>>5714639
The win condition is getting every gem I think

>> No.5715249

>>5714348

I just wanted to do a quick update. Just a few minor things have been changed. Plus my computer monitor is not as well calibrated as I thought it was, so the colours on this image looked kind of murky on a tablet. So I mucked around with the CMYK levels a bit.

>> No.5715251

>>5715249

Forgot to include the link...

https://framadrop.org/r/7UC7L75sjW#8BPnU45mKAhLHaSwv/3Bnk4StY2wulG00i0HwSS6JYY=

>> No.5715304

>>5715251
I've never seen the framadrop place before, but it's garbage, bro.

>> No.5715485

>>5714348
Holy shit. So good. I think it needs about 15 price stickers on it where it's been eventually reduced to 10p or something.

>> No.5715503

>>5715304
>I've never seen the framadrop place before, but it's garbage, bro.

yeah, but I can't find any other place that will let me upload 14MB .png files. Imgur just makes them all into low quality JPG's.

>> No.5715507

can't believe the mad lads are actually making zniggy. good luck guys

>> No.5715508

>>5715485
>Holy shit. So good. I think it needs about 15 price stickers on it where it's been eventually reduced to 10p or somethin

Thanks. I've done something like this once before. Anyone want to make some labels? Like company labels, ZX style labels and stuff like that? Things that can be overlayed? Or maybe make a tape cassette box, or a game box? Did the ZX even have cartridges? This machine was never available in NA.

>> No.5715512

>>5715508
>Did the ZX even have cartridges?
No.

>> No.5715516

>>5713056
>forest stage has a ladder that drops you THROUGH THE GROUND AND FROM THE SKY to a desert
>which then connects to a beach, and has a tree that connects to a snake pit UNDER the water
>and the beach connects from the waves to fucking clouds over lava, and the sun is there

10/10

>> No.5715528
File: 130 KB, 302x400, 1558272756827.png [View same] [iqdb] [saucenao] [google]
5715528

>>5715507
Contribute some rooms lad, we need participation

>> No.5715534

>>5715528
my level editing brain power is currently eaten up by mario maker 2 but I may

>> No.5715669

>>5714348
I love it. God damn, that's hilarious.

>> No.5715683

>>5715534
Hop to it anon, we need ye'

>> No.5715875

>>5715512
There was an attachment module you could get which used cartridges, but what few cartridges existed for it had games which were already available on the ZX Spectrum.
Didn't catch on, but it existed.

Also, because of of course, it had this plastic loop on it which you had to fit your Speccy's power cable through, just to ensure you wouldn't attach it while the computer was running, as apparantly that would fuck it up.

>> No.5716075

>>5715875
Actually, was that the Interface 2 peripheral or was that some other device which had that plastic loop which forced you to first unplug your power cable before attaching it?

>> No.5716193
File: 37 KB, 1080x1095, ZniggyCover.png [View same] [iqdb] [saucenao] [google]
5716193

>>5714348
Original artist here. This is bloody brilliant, m8. I like how you carried over the awkward running pose, which is a blunder I only realized after the fact, but seems really fitting now the way you rendered it.

>> No.5716202

Never clicked on a Zniggy thread before now. This is the greatest thing I've ever seen.

>> No.5716204

>>5716202
Make it greater and make some maps!

>> No.5716406

>>5714348
The picture is fantastic, but it looks too dark. Proper britcore art is brighter, due to it being traditional art and not digital, so perhaps brighten the colors a bit, and maybe apply a generic filter to make it look hand drawn. I don't think digital art existed in the 80s, and if it did I don't think spectrum developers would have access to it.

>> No.5716790

>>5716406
>The picture is fantastic, but it looks too dark. Proper britcore art is brighter, due to it being traditional art and not digital, so perhaps brighten the colors a bit, and maybe apply a generic filter to make it look hand drawn. I don't think digital art existed in the 80s, and if it did I don't think spectrum developers would have access to it.


Forgot to include the link...

yeah, I addressed the darkness here. That was unintentional since my monitor was not well calibrated. I did correct it with the above link. If it is still too dark, then I can adjust the brightness a bit.

https://framadrop.org/r/7UC7L75sjW#8BPnU45mKAhLHaSwv/3Bnk4StY2wulG00i0HwSS6JYY=

>> No.5717204
File: 4 KB, 512x288, Screen009.png [View same] [iqdb] [saucenao] [google]
5717204

I'm reposting my fix of screen 9, it seemed to have been missed from the last thread.

>> No.5717259

Zniggy is actually the reason I'm looking for Speccy on eBay

>> No.5717276

>>5703597
wtf is wrong with you

>> No.5717284

>>5717276
What's the problem?

>> No.5717420

>>5717276
Yoor a cheeky cunt mayt.

>> No.5717439

>>5717276
Chuffed?

>> No.5717581

I don't know what this is, but it looks like shit.

>> No.5717595

>>5717581
You fully understand it then, why not make a map? It's quick and fun.

>> No.5717680

>>5717595
how bout i take a shit in your mouth instead

>> No.5717689

>>5717680
Don't threaten me with a good time mate.

>> No.5717760

>>5716406

I'll lighten up the tone a bit, bring in more contrast. But I also might make an alternate backdrop too. One with a bluer sky, something ridiculous like a rainbow and a greener environment. Make an alt version.

If people want to make edits, its fine.

>> No.5717764

>>5717760
As I said before. My monitor calibration was a bit messed up and I mess with the colour profile. I did make things unintentionally darker than I expected.

>> No.5719194

blumping for Zniggy

>> No.5719239
File: 5 KB, 512x288, Screen_63_Purple_Skein.png [View same] [iqdb] [saucenao] [google]
5719239

Screen 63, "Purple Skein"

Maybe I've been wrong, but this whole time I've been under the impression that the dark red bats move vertically. In any case, I've made a dark blue bat for horizontal movement. Also, another Extra Znigg for this screen.

>> No.5719240
File: 801 KB, 720x720, Sakura_Miko_Portrait.png [View same] [iqdb] [saucenao] [google]
5719240

Zniggaaaa.

>> No.5719251

>>5719240
is that Zniggy's gf?

>> No.5719285

>>5719251
I don't see a burqa.

>> No.5719519

>>5719285
ha-ha

>> No.5719527

Thinking about going back to the older threads and polishing up some of the rooms that people gave up on, would that be alright to do? I remember there were a couple neat ones that didn't make it in like that one anon's bone zone

>> No.5719609

>>5719527
That's iffy. Remember we're limited on unique tiles and I think we've eaten up about 3/4 of our allotment now.

>> No.5719615

>>5719609
Yeah you're right, I've already made a couple of my own rooms but was thinking about making more since nobody seems to want to come up with the connecting rooms to all the existing ones.

>> No.5719629

>>5719615
>nobody seems to want to come up with the connecting rooms
I've noticed that too. Why do you think that is?

>> No.5719646

New Znigger here - I'll step up cos this project looks great and take 61 (will start tomorrow cos it's midnight where I am)

>>5719629

Probably because you don't get as much freedom to be creative

>> No.5719783
File: 6 KB, 512x288, screen10.png [View same] [iqdb] [saucenao] [google]
5719783

I made this for screen 10, idk if anybody's on that already but I took a shot at it

Tell me if anything is wrong this is my first shot at making a level

>> No.5719942

>>5719783
My only concern is that 4-gem arrangement. That's a potentially fatal fall partially depending on how 18 turns out. Perhaps change that bottommost gem into a brick tile just to cushion the fall a bit. Otherwise, it's a solid map.

>> No.5719964
File: 7 KB, 512x288, screen18.png [View same] [iqdb] [saucenao] [google]
5719964

>>5719942
I actually designed Screen 18 with the intent of it being a fatal fall (Like some DIE MORTAL bullshit), but I can change that if Zniggy!'s physics don't allow you to move out of the way mid fall. I'm just feeling stuff out right now cause I'm not sure on the physics.

Also, is this too many tiles to use on one screen? 17 already had a lot of tiles and making it connect to the grey brick area added more so idk if its too much.

>> No.5719974

>>5719964
Yeah it's looking like the win condition for the game will be to collect all the gems. While there's nothing wrong with death traps per se, putting gems in their path essentially make the game unbeatable, and we can't have that.

>> No.5719980

>>5719964
Also I'm pasting here the post from two threads back describing how rooms should be made:

I almost forgot to describe how you (yes, you!) can contribute to Zniggy! just using paint:
1. Draw out a room that's 256x144 pixels. Make sure you use the same 2 colors in every 8x8 block
2. Create a copy of the room and trace over it, where blue blocks are walls and red blocks are ladders. Place the copy to the right of the original room
3. Draw a representation of the room below with enemies and gems placed
4. Draw out the sprites as well. For vertical moving enemies, you only need to make a single 16x16 sprite. For horizontal enemies, make an 16x16 8 frame animation, where each frame is shifted over to the right 1 pixel. The first frame has to be 8x16.
I'm going to put a limit of 8 unique tiles per room (different colors and attributes count as being different). Use the picture attached as a reference.

>> No.5719984
File: 6 KB, 512x288, screen10.png [View same] [iqdb] [saucenao] [google]
5719984

>>5719974
Alright, I wanted to keep the death trap so I changed the gem locations on screen 10.

>>5719980
Alright, it's only 7 different tiles so it should be good. But I'm assuming gems and enemies don't factor in to that number, right?

>> No.5719990

>>5719984
If you want to bait your death trap, perhaps you could instead use one of those Extra Znigg heads.

>> No.5719997
File: 6 KB, 512x288, screen10.png [View same] [iqdb] [saucenao] [google]
5719997

>>5719990
Like this, yeah? Great idea, thanks Anon!

>> No.5720064

>>5703597
looks like shit

>> No.5720069
File: 63 KB, 379x468, vr07.png [View same] [iqdb] [saucenao] [google]
5720069

>>5720064
You catch on quick! Welcome, and consider helping by making a map!

>> No.5720848

>>5719974
>(3) A last-minute change before shipping resulted in Zniggy! being unbeatable. The March 1985 issue of ZX Computing Magazine contained instructions for mailing proof-of-purchase to request a replacement cassette, but /vr/ Ltd. began bankruptcy proceedings the following month and no replacements were ever sent to customers.

>> No.5721204

>>5720848
>30 years later, what began as a simple effort to fix the original game blossomed into an active, vibrant Zniggy modding scene which rivals that of Super Mario World and Super Metroid.

>> No.5722363

Znump

>> No.5722728

>>5722363
Znigger

>> No.5722795

>>5722728
Thank you! what a lovely compliment.

>> No.5722956
File: 4 KB, 256x151, 1560568255097.png [View same] [iqdb] [saucenao] [google]
5722956

>>5722795
Ye welc'um now MAKE SOME FACKIN ROOMS YE NONCE

>> No.5722982

>>5722728
That would be a skilled Zniggy player, right?

>> No.5723456

>>5722982
Then call me a zniggerlover.

>> No.5723602

>>5722956
I've made 7 screens now. That's 10% of the total map. I've contributed my part and then some. I'm done.

>> No.5723761

>>5723602
Damn i've only done 4, I need to step it up

>> No.5724865
File: 10 KB, 512x288, screen 24 DECK AND DIGGER.png [View same] [iqdb] [saucenao] [google]
5724865

Screen 24 - "DECK AND DIGGER"

I thought that the screens to the right looked kind of like a ship, so I made this screen the back end of a pirate ship, and also an entrance into the crystal area below. If I do screen 32 it'll be called "The Pirate Mines" or something.

The dark red enemies are pirates that move up and down. I know vertical enemies are only supposed to be one frame, but I made a second frame if you can use that.

>> No.5724881
File: 10 KB, 512x288, screen 24 DECK AND DIGGER.png [View same] [iqdb] [saucenao] [google]
5724881

>>5724865
>>5724865
Ah, wait, forgot to put a gem here. That's the whole reason that ladder is there.

Zniggy is only one tile tall, right?

>> No.5724909

>>5724881
He's 2 tiles tall, use the webms for reference

>> No.5724918
File: 10 KB, 512x288, screen 24 DECK AND DIGGER.png [View same] [iqdb] [saucenao] [google]
5724918

>>5724909
Alright, I went and fixed it so its accessible for a 2 tile tall character. I don't know why I thought he was only one tile tall.

>> No.5725110

not roomlist anon but i'm gonna recompile the room list since a lot of the ones in his are misaligned

I'm not gonna add the ones he hasn't added yet cause I think thats his job but I'm gonna fix it up for him

>> No.5725124

>>5725110
That's the Lord's work, anon. Thanks in advance.

>> No.5725154
File: 6 KB, 512x288, room 6 motorway traffic.png [View same] [iqdb] [saucenao] [google]
5725154

i'm going to repost the two edited/improved rooms of mine that I posted late in the last thread, as I don't see them in any updates.

>> No.5725156
File: 8 KB, 512x288, room 36 zap to the extreme.png [View same] [iqdb] [saucenao] [google]
5725156

>>5725154

>> No.5725174
File: 7 KB, 512x288, room 57 SpannersInTheWorks.png [View same] [iqdb] [saucenao] [google]
5725174

>>5725156
and also an improved version of my room 57.

>> No.5725196

>>5725174
I'm gonna fix the collision for this since its really off. I'm making a collision version of the recompiled map too.

Do you mind if I add spikes on that platform in the middle? Because if Zniggy falls down there he won't be able to get out.

>> No.5725202

>>5725196
huh, I did the original collision for this in ZniggED instead of manual drawing so I was thinking I didn't screw up this time

And sure, add the spikes

>> No.5725221

Still working on the room recompile. There's a lot of odd color inconsistencies between ZniggED and the tileset. I'm going with the tileset's colors for now since their RGB codes seem more normal.

>> No.5725261

Still working on the room recompile, I'm realizing how much this map

>>5704472

Is kind of a mess. Three of the Knoife men are basically impassible objects (One is obviously supposed to be but you can't beat it without getting past the other two.)

That and the gems are all unaligned and I'm not sure what's going on with the collision on the BIN text. Knife enemies will probably have to be redone to be one tile tall and the gems could be placed a bit neater.

Anybody wanna take a crack at respriting the Knife enemies to be 1 tile tall? Still 2 tiles wide.
>For horizontal enemies, make an 16x16 8 frame animation, where each frame is shifted over to the right 1 pixel. The first frame has to be 8x16.

>> No.5725450
File: 14 KB, 512x288, room 44.png [View same] [iqdb] [saucenao] [google]
5725450

>>5714658
Redid 44
>Cut down on tiles by removing solid cloud
>Cut down on tiles by condensing all treetop tiles into ladders instead of having solid/non solid versions
>Redid water tiles. Now looks better and you can tell the solid/non solid tiles apart
>Fish enemy instead of crabs. Not sure what to do about the crabs on the other screen

This was mostly to redo the water tiles and fix the collision map, but ended up saving a lot of tile space. Unfortunately now there's the issue of animating the crabs.

>> No.5725512

>>5725450
The palmtree in the water is supposed to connect down through it to the room below, that's why its there.

>> No.5725960

>>5725512
Right, forgot, will fix in the morning

>> No.5726125

This game is looking weirdly charming desu. Some really nice looking screens in there

>> No.5726143

>>5726125
I guess it captures the low budget, low power, low effort charm of the original Zedex?

>> No.5726167

>>5726125
Tell us your favorites. Our egos demand it.

>> No.5726215
File: 66 KB, 634x444, bad-taxidemy-9.jpg [View same] [iqdb] [saucenao] [google]
5726215

Waiting for updated room list so I can make another. Not sure which are still available.

>> No.5726272

>>5726215
I'm pretty certain that whole bottom left corner left of 43, and the right most column from 23 to 55 are unclaimed.

>> No.5726849
File: 7 KB, 512x288, room 44.png [View same] [iqdb] [saucenao] [google]
5726849

>>5725450
>>5725512
Okay, I fixed the fix.

>> No.5726990

Question: Is the dark grey used heavily in the caves area actually useable? It's not in the ZX Spectrum Color Palette posted >>5713110

>> No.5726993

Room Recompiling anon here: I'm almost done, I just need to completely redo Room 40's collision by hand (I don't know what the fuck is wrong with it but EVERYTHING is misaligned) and get a useable version of Room 11.

Then I'm probably going to color correct everything so its accurate to the ZXS palette. I probably don't have to, but the tism is strong.

>> No.5727094
File: 13 KB, 512x288, knoife bin 11 updated.png [View same] [iqdb] [saucenao] [google]
5727094

>>5726993
Updated room 11

>> No.5727172
File: 126 KB, 2048x1152, listroom visual.png [View same] [iqdb] [saucenao] [google]
5727172

Here's the first half. I'll post the collision in a second.
I color corrected everything to match the ZXS palette, EXCEPT the dark grey that >>5726990 brought up, because it's kind of used everywhere. If we can't use it let me know and I'll fix that. If I missed anything, fuck.

I'd like to give shoutouts to Room 60, for somehow having only some tiles be jpegs, and a special shoutout to room 7, for somehow managing to have literally every color be slightly off. Slow clap.

>> No.5727189
File: 36 KB, 2048x1152, listroom collision.png [View same] [iqdb] [saucenao] [google]
5727189

And here's the collision data. I fixed a handful of rooms where the collision didn't match the map properly. Everything should be in order.

>> No.5727340

>>5727172
>>5727189
thanks for your work!

>> No.5727350

>>5727172
fockin' A zniggy wankers

>> No.5727372

>>5727172
I like your handwriting, anon :)

>> No.5727595
File: 10 KB, 256x290, levelznig.png [View same] [iqdb] [saucenao] [google]
5727595

Enough of this good level design, its time for some abhorrent level design.

>> No.5727596

>>5727595
*angry ZZT warping noises*

>> No.5727602

>>5727595
I feel like instead of 2 empty hallways you should have one taller hallway around the middle so that you can cram it full of enemies too

>> No.5727715
File: 5 KB, 256x290, zniglevelpart2.png [View same] [iqdb] [saucenao] [google]
5727715

Here's the second part of the obnoxious level design. Attaches to the top of the previous one, not sure where it would go on the map. Also not sure if Zniggy can even make those jumps.

>> No.5727724

>>5727715
Oh I get it, this cyan Zniggy heads are platforms. I thought you were giving out the extra lives like Monty Hall in that other screen.

But yeah, neither of your screens work because there are no unconnected rooms anymore. You have to make a conscious effort to make them streamline with the others.

>> No.5727836
File: 17 KB, 517x291, redonelevels.png [View same] [iqdb] [saucenao] [google]
5727836

>>5727724
Alright I fixed some stuff. The ladders and spikes are recycled blocks now and I think it should fit on spaces 47 and 55 if they are not taken already.

>> No.5728036

>>5727189
Like one 1 in every 10 modern artsy-fartsy indie platformers look exactly like this. Zniggy himself would be a white silhouette.

>> No.5728053

>>5728036
Yeah, there's loads of that "minimalist" lazy garbage

>> No.5728758

>>5728053
Minimalism can be good, but a design isn't automatically good because it's minimalist.

>> No.5728978
File: 94 KB, 298x403, waitingforop.jpg [View same] [iqdb] [saucenao] [google]
5728978

Where's project runner anon? Is he okay? We're in big need of his official update right now.

>> No.5729680

>>5727172
>and a special shoutout to room 7, for somehow managing to have literally every color be slightly off. Slow clap.
I made 7. What I actually did was copy the tiles directly from the (at the time's) most recent collection of screens. I guess through the whole process of transferring between computers, getting saved, resaved, and saved again, the colors warped a bit.

>> No.5730859

oi m8 here cums Zniggy!

>> No.5731465
File: 125 KB, 2048x1152, roomlist.png [View same] [iqdb] [saucenao] [google]
5731465

This was the biggest update of rooms I've done, with 9 new rooms being added.
>>5727172
>>5727189
Excellent work, I wasn't keeping track of the rooms collision data in a big list but it's useful, so I will for now on. I went ahead and removed the gray colour that's not in the palette.
>>5726125
>>5726167
I really love rooms 21 and 62. They were the first two rooms to be made and set the standard way higher than I was expecting. Everyone who has contributed has continued to surprise me with how well designed each room is. I was expecting much worse for a collaborative project that spawned out of a dumb joke.
>>5717259
There's a publisher I wanted to go through that'll actually make the cassettes, so you could own your own copy of Zniggy for as much as £5 + shipping. Which reminds me that we should probably give our mock company a name. Also, we still need a title screen for Zniggy, along with a 256x48 UI for the game where it shows your lives, gems and the room name.

>> No.5731474
File: 7 KB, 256x128, tilemap.png [View same] [iqdb] [saucenao] [google]
5731474

Here's the tile list. For various reasons there's some repeat tiles that shouldn't be there at all, but it shouldn't affect you if you're using this as reference.

>> No.5731480

Reserving 33. I'm gonna try stitching together those 3 biomes.

>> No.5731503

>>5731465
55 needs to be tweaked to connect better with both its neighboring rooms.

>> No.5731519

>>5731503
I think the best would be to replace the tiles with the ones from 63

>> No.5731719

>>5731474
Looks like you've still got double copies of the old tiles from 43/44, those don't need to be in there anymore because you added the updated ones

>> No.5731737

>>5731465
Can't help but notice 55 and 63 don't actually connect properly with that ladder

>> No.5732006

>>5731737
It would be easier to just shift it over on 63 than it would be to edit 55 because of how tightly packed that map is

>> No.5732026

>>5731737
Somehow I didn't notice that one. I'll probably just do what >>5732006 suggested.
>>5731719
Yeah it's a bit of a hassle to remove tiles right now but I'll get to it eventually.

>> No.5732049
File: 2 KB, 512x144, screen_55_fix.png [View same] [iqdb] [saucenao] [google]
5732049

>>5732006
It's necessary to rework 55 because it doesn't synch up with 54 either. I've taken the liberty of doing the clean-up.

>> No.5732073

Can I play this when it is released?

>> No.5732101

>>5732073
No. Everyone else can, but you specifically are excluded.

>> No.5732187

>>5703597
Looks like garbage.

>> No.5732214

>>5732187
See >>5720069

>> No.5732223
File: 222 KB, 2048x1152, 15627953d33115.png [View same] [iqdb] [saucenao] [google]
5732223

Don't mind me just saving this project

>> No.5732241

>>5732223
what did he meme by this?

>> No.5732256

>>5732223
Ok, I wont mind you.

>> No.5732378

do we get to use the term Zniggyvania now?

>> No.5732382

>>5732378
scotzniggy

>> No.5732390

>>5732223
AI-generated Zniggy when?

>> No.5732403

>>5732382
jarznig

>> No.5732407

>>5732403
Zniggformer

>> No.5732409

>>5732407
zniglike

>> No.5732425

Do palette swapped versions of existing tiles help conserve space or do they have to be stored as different tiles anyway?

>> No.5732446

>>5732425
Seems like they would be different tiles

>> No.5732448

>>5732425
They're different tiles.

>> No.5732453

>>5732446
>>5732448
Thanks.

>> No.5732886
File: 7 KB, 256x292, Zniglevel.png [View same] [iqdb] [saucenao] [google]
5732886

Here's my submission for tile 39

>> No.5732889
File: 6 KB, 256x296, ImgonnasaytheZword.png [View same] [iqdb] [saucenao] [google]
5732889

meme version

>> No.5732918

>>5732886
>>5732889
Soulelless
Soul

>> No.5733323
File: 19 KB, 512x288, room27.png [View same] [iqdb] [saucenao] [google]
5733323

Room 27: "A Happy Hive"

For the bees, the idea is that they'll move horizontally until they hit a wall, then reverse.

>> No.5734536
File: 7 KB, 512x288, eh.png [View same] [iqdb] [saucenao] [google]
5734536

#33: Underside

I guess that rainbow thing's an airship

>> No.5734695

>>5734536
I was thinking about doing that area too, and making rainbow thing just an inverse pyramid, but an airship is a fine idea too.

>> No.5734738

>>5734695

Fuck, that's a better idea. It would make for a more interesting area at least. I'll redo it and see it how it compares.

>> No.5735173

>>5734536
This has too many different tile types. Try only using one type of ladderer, only using one of the tiles from the rainbow area, and removing those grass patches with no collision.

I like the airship idea though, it's pretty solid.

>> No.5735235

>>5735173

Is there a hard limit on how many kinds of tiles can go on one screen, or is due to your compression scheme?

>> No.5736769

>>5735173
>>5735235
There's actually no tile limit per room, you could use every time if you wished. Technically, using 16 or less might help with compression when I start adding alternate schemes, but don't worry about that.

>> No.5737139

Where my zniggas at?

>> No.5738874

znump

>> No.5739113

Occasional lurker here, can anyone spoonfeed me on how do I contribute? This looks like a cool project.

>> No.5739153

>>5737139
Zup muh znigznog

>> No.5739184

>>5739113
Follow what is described here >>5719980 by choosing one of the unfinished rooms here >>5731465 making sure whatever you design properly connects between the different rooms. Just look at what other people have been posting for their rooms and as long as you follow their format, it should work

>> No.5739414

Looks like this thread is about to hit its two-week death. Need a new thread pronto.