Old school Semi-graphics with a high-tech tool

The title screen of Forest of Doom was FUN to make!  Tedious? I guess, but I loved feeling like a teenager again as I worked on it.  Yeah, I stayed up WAY too late doing it, just like a teen.  (Didn’t feel like a teen the next morning, though…)

The Coco manual has a page of graph paper for each graphics mode.  I took a scan of that page and printed it onto a transparency.  (Back in the day I took a long bike ride to the local library to photocopy anything – forget ever making a transparency!)

I found a royalty-free pic via Google search, modified it, and printed a hard copy.  Laying the transparency over it, I went to work on the title screen.

Simon Jonassen pointed me to a great tool he created, SGEDIT, giving me a graphical interface to draw out my graphic based on the template.  Thanks, Simon!

 

4 thoughts on “Old school Semi-graphics with a high-tech tool”

    1. FOREST OF DOOM began on a 4K BASIC. It uses EXTENDED BASIC commands now, but how much memory it will need I am unsure until I test it out. Coco3 compatible for sure!
      This is a turn-based game and so speed isn’t really a factor, however, I am considering a ML routine related to the final REWARD screen for those who manage to complete!

  1. I’m glad you found SGEDIT to be of use, i kinda cooked that in a hurry when i was in need of something myself

  2. This is such a great idea – going back to do it right!
    Keep it up and I can’t wait to see FoD finished!

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