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Post by climacus on May 26, 2017 21:43:05 GMT
Buenas.
Una de mis recreativas favoritas fue siempre Megaforce. He visto por ahí que también se llama Star Force. Es un juego de naves con scroll vertical muy adictivo. Mcneill y yo vamos a intentar hacer una versión para Spectrum. Obviamente tendrá sus limitaciones, pero he conseguido un motor a 50fps con el que podemos hacer algo parecido. Si la cosa no se tuerce, lo presentaremos a concurso. Un saludo
Hello. Ill try to make a port of Megaforce for Spectrum with Mcneill. It is known Star Force too. Ive developed a 50fps engine and I think we can do something similar to this game, with the limitations of the Speccy. I hope we can finish it for the competition.
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Post by Admin on May 26, 2017 22:26:42 GMT
Welcome, Eduardo! Wow, this is a good one, looks addictive and a pure 80s shoot em up! The compo starts to heat up and this is amazing news. Looking forward to seeing something from Mega Force ZX ------------------------------------------------------------------------------------------------------------ Muy buenas, Eduardo! No tiene mala pinta la recreativa, no, un matamarcianos muy adictivo y con espíritu de los 80. Empezamos fuertes en el concurso me parece una genial noticia que os animéis Karl y tu, seguro que va a salir un juegazo Deseando ver algo de este Mega Force ZX!!
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Post by alxinho on May 28, 2017 13:12:39 GMT
Buah tío, qué ganas de verlo porque es uno de mis shoot'em ups favoritos
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Hell yeah! Looking forward to seeing it! One of my favorite shoot-em-ups!
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Post by climacus on Jun 5, 2017 11:11:57 GMT
Aquí os dejo un video de parte de la primera fase. Casi todo es definitivo a falta de diseñar un panel en condiciones.
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Here is a video of the first stage of the game.
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Post by arnaujess on Jun 6, 2017 7:46:04 GMT
Rápido y frenético, se ve muy interesante. Como siempre, tema de distinguir bien las "balas" enemigas en modo cromático, es lo que es muy determinante para mí. Namaste.
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Fast and furious, it really looks very interesting. As always, the way the enemy bullets can be distinguished from the backgrounds will be very important.
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Post by climacus on Jun 6, 2017 8:57:57 GMT
Rápido y frenético, se ve muy interesante. Como siempre, tema de distinguir bien las "balas" enemigas en modo cromático, es lo que es muy determinante para mí. Namaste. Por problemas técnicos, no es posible poner muchas balas enemigas. No obstante, para que no sea muy problemático el tema de distinguirlas, éstas no te matan directamente. Hemos decidido que te quiten energía y que solo te destruyan cada 8 impactos --------------------------------------------------------------------------- Due to technical limitations, it will not be posible to place many bullets. However, to avoid that problema you mention, enemy projectiles will not kill you at once, there will be an energy bar with 8 impacts.
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Post by arnaujess on Jun 14, 2017 14:13:36 GMT
Muchas gracias por considerar mi propuesta, creo que el juego será más adictivo y "justo". Me parece fenomenal, e incluso, por dar más idea, dependiendo del nivel de dificultad que varié el número de impactos,,, bueno, no digo más que me cebo! Namaste.
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Thanks for considering my proposal, I think the game will be more addictive and fairer. It could alsobe, as a suggestion, that depending on the difficulty level you are, the number of impacts you can receieve varies...
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rtape
New Member
Posts: 12
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Post by rtape on Jun 27, 2017 15:04:17 GMT
Top quality graphics. 50 fps. 6 masked sprites and bullets.
I hate you.
(looks great)
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Post by chernandezba on Jul 11, 2017 10:19:36 GMT
Tiene muy buena pinta, felicidades!
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Post by rmartins on Aug 13, 2017 13:22:22 GMT
Very good looking and smooth game.
I'm just curious about Paralax. Are you going to also implement horizonal paralax like in the original ?
It's probably hard to add it since it requires shifting sprites, or having pre-shifted sprite duplicates.
If no paralax is implemented, how will you squeeze the levels that are sligtly wider than the screen?
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Post by climacus on Aug 14, 2017 18:21:22 GMT
Very good looking and smooth game. I'm just curious about Paralax. Are you going to also implement horizonal paralax like in the original ? It's probably hard to add it since it requires shifting sprites, or having pre-shifted sprite duplicates. If no paralax is implemented, how will you squeeze the levels that are sligtly wider than the screen? This version of the game has only vertical scroll. Horizontal scroll it is not a problem. But it takes a lot of memory in preshifted tiles and it is a little slowly. So I decided to put only vertical scroll.
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Post by kgmcneil on Aug 17, 2017 5:54:04 GMT
...If no paralax is implemented, how will you squeeze the levels that are sligtly wider than the screen?... That is a very reasonable question, and the truth is that for a humble 48k machine, we have obviously had to make some compromises. Initially, we had planned on maybe taking a vertical strip of each level and designing our levels like that, ignoring details on either side, and Climacus went as far as deigning the initial levels that way, but two major limitations forced us to change our approach: - Lack of Memory for Tiles - Restrictions on number of tiles per row. At first, we were content to forsake a number of large structural formations in the map. Later we did experiments with rock formation tiles to maintain much of the appearance of the original levels. However, both limits above evidently mean that we can't have exact correspondences between our levels and the original maps. When faced with a scenario where a conversion can't be as accurate as one would like, there are only really two design choices: - Accept a less perfect imitation of the level design OR - Ditch the level design and get creative... With our previous game (KnightMare ZX 2), we took the latter choice, and with this game too, we will take that approach. To that end, I am presently tweaking and redesigning much in the levels to give them as much character and variety as I can. The levels will not be a 1:1 correspondence, but I hope to at least convey something of their style. I don't get the benefit of being able to use as many tiles I would like, and each horizontal row only gets to use 4 different tiles from a fixed and limited tile set, so design at this stage involves much recycling, much creativity and much trial and error to get levels that at least look interesting and exciting. Both Climacus and I believe in resorting to creativity when imitation can't be employed during conversions, which is why we usually refer to our games as "inspired" or "based upon" rather than "ports". Presently, as stated, we are re-tweaking all the levels, with the last level still yet to be designed. The game is in an advanced stage of development, and is already highly playable. August will be a quiet and slow month for us, but things should pick up again soon after. Climacus has already voiced the wish to have the game completed before summer is done... :0
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Post by rmartins on Aug 17, 2017 14:24:27 GMT
First of all, thank you for the in depth explanation, it's always nice to know and understand the required compromises required to reach a goal. ... I don't get the benefit of being able to use as many tiles I would like, and each horizontal row only gets to use 4 different tiles from a fixed and limited tile set, so design at this stage involves much recycling, much creativity and much trial and error to get levels that at least look interesting and exciting. This quote in particular raised my interest Maybe you or Climacus could give some insight about it : - What are the reasons behind the required limit of 4 tiles from a fixed set ? - What exactly do you gain, by imposing this limit ? what is this compromise useful for ? It's most probably something associated with CPU limits or speed concerns, but it would be interesting to know the reasons and choices that went into it, and why.
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Post by climacus on Aug 18, 2017 13:20:59 GMT
First of all, thank you for the in depth explanation, it's always nice to know and understand the required compromises required to reach a goal. ... I don't get the benefit of being able to use as many tiles I would like, and each horizontal row only gets to use 4 different tiles from a fixed and limited tile set, so design at this stage involves much recycling, much creativity and much trial and error to get levels that at least look interesting and exciting. This quote in particular raised my interest Maybe you or Climacus could give some insight about it : - What are the reasons behind the required limit of 4 tiles from a fixed set ? - What exactly do you gain, by imposing this limit ? what is this compromise useful for ? It's most probably something associated with CPU limits or speed concerns, but it would be interesting to know the reasons and choices that went into it, and why. Due speed reasons, I only use four paírs of registers for map dumping in the screen: AF,DE,HL,BC. Tiles are 16x16. So, we only use four tiles per row.
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Post by Admin on Sept 2, 2017 19:43:43 GMT
There is a lot of silence over here lately, so I guess there a lot being done behind the curtains How is the development going? ---------------------------------------------------------------------------------------------------------------------------------------------------- Hay mucho silencio por aquí últimamente, lo que me da que pensar que hay un montón de trabajo por detrás Qué tal van los avances?
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