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José Pereira

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Everything posted by José Pereira

  1. Yeah! it was a trick that fools all... no one noticed this: so [RETURN] TO BEGIN? Shouldn't it be [RETURN] TO END? And what about after I posted the status panel with the current text font but still using the old one: but also on the GAME OVER same old font: Ok! here's these fixed: hi-scores _entering name.xex level_1 line1_2 _GAME OVER.xex level_1 line1_2 _GAME OVER _with PMGs.xex end of levels _another craft.xex end of levels _failed atempt.xex Humm... no it wasn't! On hi-score entering name I was doing copy&paste from another screen (fire to start) and not change it to end. And others just didn't copy/paste the new panel text font in. 👍
  2. In two situations: -> sucessfully (more colourfull letters): end of levels _another craft.xex -> unsucessfully (more pale colours): end of levels _failed atempt.xex So think I can go next week start builing screen per screen...
  3. The 3 versions end of level(s) for you to see the text colours/lumianances (opening video shows it on this moment): -> ZX: -> CPC: -> C64: C64 has grays that I think is too pale. I'm into CPC red/orange that really makes the difference (and here we can and not have these colours on any screens).
  4. Replace with this font on the status panel: The other that's missing is, again using the text font, to add and see what colours/luminances) looks better for the message(s) on the level(s) ending screen at the bottom:
  5. That's the one of the adress @zbyti posted above: https://aris-soft.itch.io/night-knight
  6. Let me post this one (still need to see one or two more screens types before start doing each one in separate of all the game ones on different levels): level_1 line1_2 _GAME OVER.xex GAME OVER doesn't 'shine' vs the other gfxs because at first I didn't know if I could or not apply the PMGs (2 & 3) on it. It's always at this (x,y) pos and we can die on any screen so I had to see all screens and the good news is that on this position there's the possibility to add P+M to cover it. So here's the result: level_1 line1_2 _GAME OVER _with PMGs.xex Almost there 😊...
  7. All them now (final version): credits _original.xex credits _A8.xex hi-scores _entering name.xex hi-scores _list.xex
  8. There's no A8 credits screen but the repeated _entering hi-scores though .xex file is correct so if you wasn't to see how it'll looks like please download it. Thanks and sorry. Have to do some little pixels changes on the top logo... Will post all again as a final version tomorrow. Untill then. 👍
  9. I think this will pleases all: credits _original.xex credits _A8.xex hi-scores _entering name.xex hi-scores _list.xex
  10. Possibilities for you to vote : 1.)- 2.)- 3.)- 4.)- 5.)- 6.)- Other? post your idea, please... Again and replaced 1.)- that was wrong. Sorry.
  11. Possibilities for you to vote : 1.)- 2.)- 3.)- 4.)- 5.)- 6.)- Other? post your idea, please...
  12. So having credits centered in-line vs previous one(s): vs vs I calling it I don't like but maybe I like but not 100% . My idea at first was / is? to have the right end side of code / graphics / music alligned vertically. On the A8 credits screen it seems well but on original isn't only because of Raffaele Cecco be too wide. So what's the solution? Maybe I have an idea ... Keep A8 as is and move code line on the other to left OR original all credits alligned to the left: VS
  13. Now seeing them here I think to better also centered in-line the code / graphics /music so will do it...
  14. Credits done (show one, next the other then the hi-scores list (to follow...)): title screen _credits original.xex title screen _credits A8.xex P.s.- Game is from ZX so code and graphics are the same but we should try to get is the nice and catchy SID music from C64...
  15. Here's the other thing, I don't like the mines because they don't 'shine'/distinguish to gfxs: Tried two ways (white and dark blue) but now way: They should be is blue: level_3 line1_3.g2f _blue bombs.xex Don't you all agree 😉? 😃 P.s.- Also going into ZX/CPC X (king of fence) instead of this (a sort of C64 mine/bomb) I don't like and turn into A8 PFs colours couldn't get any good looking results: It just doesn't look good (even on ours blue(s) darker looking.
  16. Before and like others ports I should include original authors so in 2frames show on ours screen type in the credits lines: CODE Ra faelle Cecco GRAPHICS Hugh Binns MUSIC Dave Rogers but no time today and am also think in other thing I don't like...
  17. The tiltle screen with credits done (music will be done by ABCDEF 😞 title screen .xex Next is using this same one but replacing text to show entering the name and then hi-scores screen(s): Going out now...
  18. Mornings work: title screen .xex Now we have the logo so credits maybe later ...
  19. On all attempts from me (with head from C64 and ZX/CPC hi-res or this BBC/Electron) what I always thought was to replace the twin towers by the new one(s) to makes sense. To be honest and taking in attention the size/tall of the bottom part of the panel the statue looks much better and this is the Beebs version port... but could try to replace the towers though...
  20. Moving on to title screen (just to do something different )... so here's a start:
  21. Another one (now cannons seems to be good this colour(s) but also have those ZX and CPC unique gfxs lines on top (can be other/any colour(s), here I'm just using similar to CPCs ones) and bottom (cannot be other colour(s) because of PFs and PMGs orings): level_3 line1_3.xex
  22. I don't think it is. YouTube review by @ZeroPage Homebrew ABBUC 2022 games doen't include it and on Fandal's website the update games from last month have others (ones that have/had executables untill end of October) but not it.
  23. Something like this of the explosions just 'go-on changing' the PMG colours (just some pixels I could get from YouTube C64 version):
  24. A level ending: level_1 line1_5 end of level.xex And on all ends after/going down On bottom black will show message but not have yet letters done): end of levels.xex
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