Ardumon Mockup Image

Basically, for an image to be used in a game it has to be converted into data that can be put into the source code of a game.

It looks a bit like this:

const uint8_t PROGMEM gameOver[] = {
0x29, 0x07, 0x52, 0x2e, 0x95, 0xaa, 0x4a, 0x95, 0xe2, 0x72, 0xaa, 0x92, 0x95, 0x75, 0x54, 0x52, 
0xe5, 0xb3, 0x92, 0x4a, 0xaa, 0xaa, 0x54, 0x2a, 0x6e, 0xe5, 0x52, 0xa9, 0x54, 0x4e, 0x71, 0x39, 
0x9f, 0x4e, 0x39, 0x2e, 0xa9, 0xaa, 0x52, 0xa9, 0xa8, 0xa4, 0xaa, 0x64, 0x65, 0x6b, 0x4a, 0x55, 
0x0a
};

(Borrowed from LodeRunner by @filmote.)


If you definitely can’t find paint following the steps I covered in that other thread then maybe look into some altermatives.

Like I say, the important bit is to be able to control the dimensions of the image and restrict yourself to just black and white.

2 Likes

Is @emutyworks’s BitmapEditor, the size of the Arduboy screen?

Not by default.

By default it’s 32x32, but if you look at the top there’s a list of common sizes and 128x64 is among them.

You click a black square to make it white and a white square to make it black.
It downloads as a .txt file rather than a viewable image.

2 Likes

21

20180409_003523

When I saw this post, I decided to make my own mockup gif for fun. They aren’t real Pokemon though. These are just monsters I’ve made up along with a different looking battle scene.

7 Likes

I love the idea of a creature collection/battle game. Custom creatures for the small resolution with more basic attacks could probably be doable on the Arduboy.

4 Likes

Bunnerina
2202018235138
Sproutler
2202018235152
Micrunt
2202018235332
Rockyroo
2202018235147
Dribby
2202018235158
Xenaucer
2202018235211
Elkoose
2202018235219
Treyebat
2202018235231
Frownfish
2202018235224
Champanzon
2202018235237
Quadra
2202018235248
Mayham
2202018235310
Okarda
220201823531
Pyrant
2202018235318
Odrion
2202018235342
Kribbit
2202018235337
Audiouse
2202018235349
Chlorasaur
2202018235356
Pengunter
220201823549
Paragrasp
2202018235424
Chowmeow
2202018235435
Fluzzy
2202018235441
Sheltore
dotpict_20180324_200110
Scrabion
2202018235448
Flanine
dotpict_20180326_110324
Cudala
dotpict_20180326_193025
Squeamask
dotpict_20180327_201928
Blushberry
dotpict_20180327_190949
Rameer
2282018193743
Pegashire
dotpict_20180328_201228
Leamver
dotpict_20180414_130348
Giratree
dotpict_20180414_182228
I even made 32x32 sprites of the monsters. They are ever so slightly more different than the ones in the gif. I made these two sprites and 28 others in hopes that I’ll use them in my own Pokemon like game once I get an arduboy and a laptop.

Edit: Oh heck, I’ll just show all of them.

Edit: I might add a few more monster designs. If anyone is planning on making a monster battling/collecting game and want to use my designs, let me know. Also, to clear up any possible confusion, the name of the monster is above them.:slight_smile:

10 Likes

Awesome! Really cool designs :smiley:

2 Likes

Thankyou :slight_smile:

1 Like

Kribbit only appears on mondays😆

3 Likes

I feel Chowmeow fits that role better since it’s a lot like this lusagna eatting cat. :smile:

images

3 Likes

The most difficult part I think would be making the battle engine small enough. Creature management might also be a little tough to keep small.

The main pieces I think are:
Creature encounters
Creature capturing
Creature management
Creature battles
Creature progression (leveling/skills?)
NPC battles (don’t need dialog, just 4 or so at least to give a sense of progression)
Overworld (TEAM arg may be able to make this easy if the rest looks doable)

For creature management and EEPROM, if you limit the player to 1 of each then it would only be 4 bytes for whether the player has the creature or not. You’d still need 30 bytes for their level and statuses most likely. Active party could than be indexes of which creature is being used.

2 Likes

I was thinking of this. what if, well if a monster battling/collecting game were to be created, it limited the player to only 3 monsters. No box to store them in or anything like that. This would allow for more things to be added, like multiple moves, more stats, More Items etc, but if they catch a new monster while 3 is in their party, they are given the option to either release one of their current party members or release the one they’ve just caught. And to make things interesting, there could be permadeath in the game, like a nuzlocke. It would make the player more on edge when they get into tough moments in battle, and it would make them a lot more cautious and engaged rather than them just mashing the A button over and over. I find it crazy that Team ARG can fit an entire top down open world rpg in only 32kb of flash. Did they use some compression method or was it pure coding magic?

3 Likes

What about Circuit Dude?

image

image

image

10 Likes

He could be a hidden Legendary. :smile:

3 Likes

That’s a good thing, we can’t use real Pokemon.

All Pokemon names are trademarked so we’d be sued immediately if we did :P.

1 Like

Yeah, we wouldn’t want to end up like Pokemon Uranium. It’s a shame that game was taken down. The creators put so much time into it, and it looked like a great game, but it’s within Nintendo’s legal right to force them to take it down I guess.

3 Likes

Arduventure uses a combination of techniques from Mystic Balloon and Virus LQP-79. I built a tool with a GUI interface to construct the world visually then we further reduced the code size where we could find optimizations. It would actually be pretty easy to adapt it to something like this.

4 Likes

Awesome, so how long does it take for a game like Arduventure to be made from start to finish.

1 Like

Essentially this is also what we did with Dark & Under.
Except we also open-sourced the dev tool afterwards.

Is the Arduventure tool going to be released alongside or after the Arduventure source code?

3 Likes

I can picture a Pokemon like game with an over-world like dark and under. That’d be a really cool twist.

2 Likes