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- SWIFT (8,800 bytes)
4: [[Image:Swift-v4.2_ScreenShotThumb.png]]
115: *:Changing "General Settings" - text editor colours and fonts - XTHOPAC STUARC (3,360 bytes)
17: * up to 259 different colours on screen (as I use the 3 colour cursor hardware ... - BBC Micro Image Converter (25,331 bytes)
27: [[Image:ImportTTX.png]]
30: ...rsion of BBC Micro Mode 7 screens to BMP, JPG and PNG images.<br>
34: [[Image:Bbcimagecon020.png]]
41: [[Image:Bbcimagecon0772.png]]
59: [[Image:Tmnt.png]] [[Image:Seven.png]]<br> - The Search For The Lost Football (7,684 bytes)
37: [[Image:Football_screenshot1.png]]
41: [[Image:Football_screenshot2.png]]
88: Changes made to cater for the new customised colours created using the colour editor utility. Coloured... - Swift previous versions (13,559 bytes)
321: * Default editor colours changed for colours that show up well on a colour printer
345: ** The colours and styles of the following elements can be set: - Sparse Invaders (13,885 bytes)
3: [[Image:SparseInvaders-WIPcover.png|right|375px|'''Sparse Invaders WIP cover by DaveM...
161: * Mother ship now has two frames, and some naff colours, sorry! - Saga20110122 (2,212 bytes)
14: ...reen and render non-background and non-foreground colours as patterns - OnslaughtDiary20101031 (7,658 bytes)
36: ...e to the status area, ''and'' it can have its own colours. What's not to like!
42: ...a, and single-buffered status area with different colours]]
46: ...nsible for managing the top screen dimensions and colours. - BeebSpriter (9,186 bytes)
26: [[Image:NewSprite.png|frame|right]]
33: The available colours are on the left. The grey colour is transparent ...
58: [[Image:ExportOptions.png|frame|right]] - Adventurescape V (10,410 bytes)
112: ...ow. Not sure if it still looks the same, the text colours etc, as I've not really been checking that. I've ... - Saga20110215 (4,329 bytes)
2: [[Image:tgb-screen-multiple.png|right]]As I've done a beta release of a pure text...
7: *Oric (only two colours are used for graphics)
9: ...n many Spectrum games), for this reason only four colours are actually used in the graphics - so that this ...
11: ...ave to wait until I see a fill and then define my colours appropriately, this may mean that the screen can ...
15: ...s to use the graphic data from the Oric (only two colours) and use mode 4 (or mode 0). - Saga20110220 (2,790 bytes)
3: [[Image:sagagraphics.png|right]]
4: ...black and white respectively. This means that the colours of the rest of the screen don't change randomly.
12: ... be performed on a screen of 255x191 pixels, with colours matching the ZX Spectrum palette. The instruction... - OnslaughtDiary20110527 (3,112 bytes)
2: [[Image:blurptitlepage.png|frame|right|The title page with obligatory firewo...
3: [[Image:blurp_ingame.png|frame|right|More recent in-game shot...]]
28: ...ully at that screen row, you'll see it contains 5 colours simultaneously (black, cyan, green, magenta and r... - GalaforceAtomDevDiary (17,239 bytes)
48: ...ssible but then you also have to reduce the nr of colours from 8 to 4.<br>
50: <i>Colours:</i><br>
51: ...d 4 colours in MODe5 while the Atom can display 4 colours in CLEAR4a.<br>
54: [[Image:colours.PNG]]
57: ...ll coloured games on an Atom always have the same colours<br> - JungleJourneyBBCMicroElectronDiary (31,213 bytes)
16: |[[Image:Map10-small.png|A generated maze for a dungeon exploration game, ...
17: |[[Image:Level-96.png|A generated level for Jungle Journey, Posted: 18:...
24: ==== Rooms, sprites and colours (2011-09-02 continued) ====
35: ...se. To make the game appear to use more than four colours, I decided to change the palette in each room for...
51: [[Image:Boomerang.png|Jungle Journey: using the boomerang round a corne... - Events/VideolympicsHBGW2012 (6,211 bytes)
38: * Standard Atom colours with SCART output
113: |[[Image:AW1.PNG|thumb|none]]
114: |[[Image:AW2.PNG|thumb|none]]
115: |[[Image:AW3.PNG|thumb|none]] - NyanSIDBBCMicroDevDiary (28,092 bytes)
10: <center>[[Image:Nyan_bbc.png|320px]]</center>
89: <center>[[Image:Pc_nyan.png]]</center>
128: <center>[[Image:Sid_dialog.png|500px]]</center>
143: <center>[[Image:Nyan_2012_02_19.png]]</center>
149: <center>[[Image:Nyan_2012_02_20.png|320px]]</center> - JSnakeDevDiary180212 (9,304 bytes)
20: [[Image:Colours.PNG]]
42: [[Image:Mode2_screen_address_layout_8pixels.png]]
53: [[Image:Greenline.png]] - JSnakeDevDiary280412 (5,948 bytes)
55: ...to tackle. I'm using EOR (exclusive or) of pixel colours for collision detection. Very primitive. The food... - Castle Raider/DevelopmentDiary/Part3 (23,767 bytes)
41: |[[Image:2014-03-16-characters.png|The character selection screen.]]
51: |[[Image:2014-03-16-monsters.png|Dodging monsters in a tricky descent.]]
65: |[[Image:2014-03-18-lives.png|The panel now shows the number of lives left.]]
101: |[[Image:2014-04-05-title.png|The in-game title screen.]]
141: ...portals to give parts of the main level different colours, but that can possibly be fixed later. It might a... - Castle Raider/DevelopmentDiary/Part2 (24,684 bytes)
22: |[[Image:2013-04-14-misdraw1.png|Correctly drawn bank 1 screen.]]
23: |[[Image:2013-04-14-misdraw2.png|Incorrectly drawn bank 2 screen.]]
50: |[[Image:2013-04-15-alt-character.png|Another character out for a test run.]]
76: |[[Image:Panel-2013-04-23.png|An updated panel design.]]
108: |[[Image:2013-05-13-map-update2.png|Part of the updated map.]]
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