{"author_name":"ron","cat":"LD #36","comments":[],"epoch":1472323020,"likes":3,"metadata":{"p_key":"4268","p_author":"ron","p_authorkey":"501034","p_urlkey":"39721","p_title":"Track tiles for unnamed train game","p_cat":"LD #36","p_event":"LD36","p_time":"1472323020","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"501034","us_name":"ron","us_username":"ron","event_start":"1472169600","event_key":"35","event_name":"LD36"},"text":"<p>Attempting to build a train controlling game &#8211; ancient, since the trains are supposed to be old, and the gfx should resemble and ancient home computer, the ZX Spectrum. Not much time to work on it though, so let&#8217;s see how far I get. Below a screenshot with PyxelEdit, toying around with track tiles. The benefit (and hurdle) of ZX Spectrum gfx is that while designing sprites, it&#8217;s enough to draw in 1-bit color depth. Later when placing tiles on the screen, a foreground and a background color can be specified from a limited palette. This was known as the &#8220;color attribute block&#8221; model, followed by many home computers of the time to save memory. Looking forward to see some nice color clash!<\/p>\n <p><img class=\"alignnone size-medium wp-image-574613\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/08\/2016-08-27-203152_958x1059_scrot-271x300.png\" alt=\"train tile tracks\" width=\"271\" height=\"300\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/08\/2016-08-27-203152_958x1059_scrot-271x300.png 271w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/08\/2016-08-27-203152_958x1059_scrot-768x849.png 768w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/08\/2016-08-27-203152_958x1059_scrot-550x608.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/08\/2016-08-27-203152_958x1059_scrot.png 958w\" sizes=\"(max-width: 271px) 100vw, 271px\" \/><\/p>","time":"August 27th, 2016 1:37 pm","title":"Track tiles for unnamed train game"}