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LS_Dracon

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Everything posted by LS_Dracon

  1. Not sure if I'll be there on twitch, but certainly I'll gonna watch later at youtube
  2. It doesn't means much for you guys, but Dungeon of Eternity was featured in a Brazilian videogame magazine Jogos80 this month. Jogos80 is an early 80's videogame and computing related magazine. Thanks to my friend and Odyssey2 programmer Rafael Cardoso, who wrote the article. He was one of the beta testers and followed the game programming since the beginning. Thanks also for Marcus Garret and everyone from Jogos80 for publishing it.
  3. The game will be released by http://www.videopac.fr/ probably early next year I'll keep you informed about it. There are more things I wish I could tell you, but it's a surprise. Let me say it's not like the others releases I did in the past, this time is something special.
  4. They dig internet trying to find most ROMs as they can, and stuff into one multicart, just to say there are more 200 or so games on it. What really makes me sad is I aways put my ROMs online, because I appreciate the feedbacks and like I said, I don't mind people playing my games on emulator, as long they're enjoying my work. Also beta testers help me to make the game better with suggestions and bug findings. Now, everyone looses.
  5. GameBoy actually is a bit better than NES for sprites rendering. It can hold 10 sprites in a row, NES only 8. Do not seems much difference, but it improves a lot the overall sprites size you can draw without flickering. But yeah, I like the GB version Capcom did. I've posted a new version with flicker management code I just finished. It happens when more than 8 tiles is drawn in the same scanline.
  6. When SF2 arrived in the arcades NES was still very popular. I remember my friends talking about how cool would be a NES version. Then the pirates comes with so many SF2 clones, but they have some flaws. I decided to make a concept proof demo, much like what I did on Simpsons Demo, to test some of my ideas about a SF2 game made by me. This demo just shows a background (India) and random sprites crossing the screen. But sadly it's not turned so good as the Simpsons one. NES graphics and it's color palette can't do justice to this game. Comparison: Top Left : SF2 by Yoko Soft - I played this game back then, the sprites are big for NES standards, but ugly and the gameplay is terrible. There are only 4 characters to choose. Background graphics are ok, sound is terrible. Top Right : SF3 (unknow software) - This game is quite good, sprites are small but very colorful, but at a cost of flicker mess. The gameplay is ok and there are 9 characters to choose. They put a lot of effort making this one, but the background and music is not from SF2. Bottom : My demo. Note this is a test, I don't put much effort making the graphics (they're ok to me). Sprites are similar to SF3 but I choose better the colors and tiles position, to avoid flicker. I thinks the sprites is too small in my game. I can make them a bit bigger, Sagat is the one who took more tiles, 28 in total, I can't pass 32 tiles limit or it will flicker too much. Download the demo below. EDIT : New ROM with flicker management
  7. RLE is useful for display large graphics and save rom, as you can stretch an image horizontally, specifying the color and how many pixels in a row it should draw before pick a new color. If you increase "how many pixels" every frame, you make the scale-in effect. This is also a common drawing method for flat shaded polygons. And for quick and simple data compression. According the doc, O4 was going to be released around 84/85.
  8. Yeah, I think it is about the ROM limit without bankswitch - "8Mb" (megabit) cart. Not bad. I wonder which processor it is going to use... It refer to "Hitachi" but I don't know if it is the processor or video chip. If it is the processor, it should be a variant of Motorola 6809 (Vectrex processor). It is a competent 8bit processor with multiplication capability, a step up from Z80 or 6502.
  9. So cool! Thanks for sharing it! Odyssey 4 System Specs : 4bpp background capability (15 colors - Master System like) 8 Sprites 2bpp 16x16 pixels (3 colors each, NES like) with support for RLE (Zoom/Scaling support?) 12 bit color palete (4k possible colors - Game Gear like) Variable screen resolution - up to 640,480 (Dreamcast resolution)
  10. We make games for fun. If it is not fun anymore, there's no point to continue the project. Kurt, I wish you continue with the project, if it still fun to you. This game is amazing.
  11. Thanks. Just for name input. I think the controller was enough for play the game. It's faster to press the controller button than press a key on keyboard. The sound is using my new sound driver I created, and is very powerful for O2 standards.
  12. Game is finished. I don't know about the cart production for now, some bad things happened. Sadly, my games are being pirated in Brazil, that's why I not release the ROM for you test. I don't care people playing my games for free, in an emulator (they're made for people play anyway). But I do care a moron selling pirate carts and profiting from my work. These type of scumbags do not deserve any cent. Even worse, they're selling a unfinished ROM I've posted, and the cart not even was released yet. I'll stop here to not say anything worse.
  13. I was reading an old Brazilian videogame magazine (entitled "VideoGame") from 1991 and found 2 oddity I think some of you may like. That was the unique mag from there featuring Atari game reviews by the time. The first one is a game under development by "Engecomp" software (never heard about) that will feature a famous Brazilian singer Angelica. There's no picture of the game, but was described as "memory game" (matching card game???). It probably was never released, but it is interesting to know another brazilian game was in the works back in 90's (the other is MegaBoy). The second surprise was an advertisement of a unknown to me "Conector Atari Console". Note Conector is the company brand, the console is just described as "Atari Compatible" console that will be released "October 1991". Never saw this clone either. I'll post below both scans. I did some search and found nothing relevant. There are many Engecomp's around to know which one was the aforementioned, and certanly Atari + Conector will never result in what I was looking for.
  14. Thanks. Sadly, the map is the same, but it's huge and will take a while for you memorize it.
  15. I've finished the game, now I'm fine tuning the difficulty. The game features Title, Game Over and Victory screens. This is the title screen in all Odyssey2 glory :
  16. Do you have spare cycles in the kernel to enable Ball? I think you can use it for an extra color for the eyes. EDIT : A quick attempt :
  17. Thanks. I forgot to say all enemies have at least 2 levels and there are 12 enemies + Beholder and the Last Boss. Even if the sprite are the same, some of them are stronger than others. I have plans to display the enemy level, if I get some free bytes....
  18. This is my new RPG game for Odyssey2 / Videopac Originally my plans was to port Pedit5 (the first CRPG ever) but this game is too RAM consuming for O2 and the combat mechanics is almost non-existent. So I come with my own thing, although the graphics are very close to Pedit5 ones (there are original monsters created by me BTW). The maze is the same from Pedit5 because it's well designed and a very challenging place. Well, as you can see, the game is very complete (I would say 85%). The objective of the game is collect more gold as you can, find treasure chests, kill abominable monsters and try to find the "Amulet of Eternity" which grands to you eternal life. But it will not be easy, as deep you go inside the dungeon, the more difficult enemies will come. The game features weapon and armor upgrades, and 3 types of spells to help your quest : Fireball - Combat spell. Not effective on all enemies. Heal - Increase the hero's HP. A rare spell. Light - Defensive spell, it helps in combat by making you a bit stronger, also reveals more easily secret doors and gives you a bit of rest, making some difficult enemies to not appear. But the effect stands for 1 minute only. The combat also features random critical hits for both, player and enemies and naturally, the enemies/chest position are totally random every time you play. There are others features such one Beholder that roam the dungeon, and can find you even if you're not moving. And one Final Boss (not working yet). He's the amulet holder. Here's a gameplay Video : Note the game is not finished yet. I'm currently working on sound effects so, they might change a bit in the final version.
  19. Thanks for posting the videos, they are a good feedback for the programmers.
  20. I'm doing these mock ups for fun. Images from internet. Previous : Part 3 Part 2 Part 1
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