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#51 imstarryeyed OFFLINE  

imstarryeyed

    Dragonstomper

  • 523 posts

Posted Wed Nov 7, 2018 4:44 PM

Digress your game is looking amazing!  I love the new Zelda style gameplay.  In regards to which style I liked more.. I say go for the 2nd one with areas or mid-bosses or big bosses with the first if possible.

 

I am glad you are going for a bigger game if you are going to lose F18A, but to tell you the truth those F18A screens looks very sweet, and for those of us going to get the Phoenix and finally have F18A support we would love to have as many games as possible to support it.  

 

However you choose I am sure it will be awesome and unique like all of your other titles my friends and I love to play together.



#52 Neogeoman OFFLINE  

Neogeoman

    Chopper Commander

  • 130 posts

Posted Wed Nov 7, 2018 7:55 PM

I always make sure it works on a standard colecovision first so for sure. I was just thinking that I might get bored working on it after I have the standard graphics & gameplay done
 
That being said the f18a support is already in there up til this point so there is no reason to take out anything already done. So i'll revisit this when I get the game more fleshed out.
 
Does anyone have an opinion as to whether I should have left the game in the earlier style or is this new video a better idea.
 
basically before was like an ant farm flat side view. this allows you to walk and dodge and explore rooms up and down more. The idea is you will find cave entrances or buildings you can enter and that will be darker caverns again.
 
The current map is 80 rooms/screens (though I havn't drawn them all yet.)
 
 


I think both versions look great. They both have lots of colors, well drawn sprites, and smooth animation. I do like the side scrolling perspective slightly more than the overhead view but like another reader suggested maybe its possible to incorporate both to make one kick-ass game. Whichever path you choose it looks amazing and fills a niche on the coleco. It's a winner regardless

#53 digress OFFLINE  

digress

    Stargunner

  • Topic Starter
  • 1,077 posts
  • Location:Toronto, Ontario, Canada

Posted Wed Nov 7, 2018 8:23 PM

ok thanks. I will see how the two styles work without too much conversion so the controls remain mostly the same.

 

So I might have some caverns you enter then it'll become the sytle similar to the earlier videos and i'll also have the large map style.

 

I was trying to find a better way to have some exploring and the left to right nature of the game I had was just not lending it self to exploring. 

 

Mine is not to wonder why … mine is to just go right til I die. 



#54 Neogeoman OFFLINE  

Neogeoman

    Chopper Commander

  • 130 posts

Posted Fri Nov 9, 2018 8:07 PM

ok thanks. I will see how the two styles work without too much conversion so the controls remain mostly the same.
 
So I might have some caverns you enter then it'll become the sytle similar to the earlier videos and i'll also have the large map style.
 
I was trying to find a better way to have some exploring and the left to right nature of the game I had was just not lending it self to exploring. 
 
Mine is not to wonder why mine is to just go right til I die. 


I couldn't agree with you more on that last line, mine is to just go right and die as well lol.

Both versions of your game are similar in perspective to the original NES Zeldas. Part 1 was an overhead view while part 2 was a side scroller. Both games were good but played differently. I think the overhead view entails more adventure and exploring while the side scrolling provides more action and combat. It would be great any path you take your game and even better if you could combine the two elements but thats easier said than done. So far from what I've seen they both look great and cant wait to see how it progresses to finished product. Keep up the good work on this great looking game

#55 digress OFFLINE  

digress

    Stargunner

  • Topic Starter
  • 1,077 posts
  • Location:Toronto, Ontario, Canada

Posted Fri Nov 9, 2018 8:59 PM

It's already done. I just tested it.

 

So I got both caverns with gravity and climbing and falling . So these will be when you enter a building or cave.

 

I also have the wandering aspect working too

 

and both are now in f18a so It's all in there. I got a couple glitches but I'll show a clip tomorrow maybe of it in f18a & regular for comparision.

 

 

I couldn't agree with you more on that last line, mine is to just go right and die as well lol.

Both versions of your game are similar in perspective to the original NES Zeldas. Part 1 was an overhead view while part 2 was a side scroller. Both games were good but played differently. I think the overhead view entails more adventure and exploring while the side scrolling provides more action and combat. It would be great any path you take your game and even better if you could combine the two elements but thats easier said than done. So far from what I've seen they both look great and cant wait to see how it progresses to finished product. Keep up the good work on this great looking game



#56 Bmack36 OFFLINE  

Bmack36

    Dragonstomper

  • 582 posts

Posted Fri Nov 9, 2018 9:04 PM

Speaking of comparison videos, they just put up our panel from PRGE where I was demoing the differences in Tank Mission (tank mission section starts at 6:55).

 


Edited by Bmack36, Fri Nov 9, 2018 9:06 PM.


#57 Neogeoman OFFLINE  

Neogeoman

    Chopper Commander

  • 130 posts

Posted Fri Nov 9, 2018 9:34 PM

It's already done. I just tested it.
 
So I got both caverns with gravity and climbing and falling . So these will be when you enter a building or cave.
 
I also have the wandering aspect working too
 
and both are now in f18a so It's all in there. I got a couple glitches but I'll show a clip tomorrow maybe of it in f18a & regular for comparision.
 
 

Sounds great I cant wait to see the clip of the new stuff you added




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