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fued

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Everything posted by fued

  1. I just got to another pad today and got to test it all, you are correct, the third joystick is not getting in Damn it, I must have made a mistake when I disabled the native psx control support. I will have to revisit the code, but to do it properly I will have to get a competent usb hud as I can´t have them all running on my laptop for the lack of ports. It will be a little while as I will also push in new levels, new enemies and might add a few more powerups. Thanks for the help @Gamemoose It is super appreciated, even if I fell a bit shamed for letting the game out this way. Check my itchio games here: https://ericomont.itch.io/ Let me know if you want free copies of the other 3 games that are on sale. Thanks again for the help.
  2. @Gamemoose , strange all gamebox controllers should work. I will have to try it out again on my end. It occurs to me that at some point, I dropped support for the PSP controllers, maybe at that point I messed up the standard 3 joy support. Unfortunately I only have a wired xbox and a logitech controlsavailable but I will check through emulation while trying to get to a friend with an extra one. And let that be a lesson for all developers wanting to do stuff without having the hardware... do it anyways!
  3. Yep it is correct, the bat bite takes a percentage of a heart. Best way to avoid him is to dash away when he shoots down. It is a little bit more difficult if he is side attacking as he starts biting just a few pixels before getting to you, but here you can dose the walk away to cause that, so you can escape him without a dash.
  4. It supports 3 usb pads/joysticks, what models are you using? I also tested with a couple android joypad simulators and it worked fine too, though very weird to play (at least if you are 40yo)
  5. Thanks @Gamemoose, yep it is a very difficult game, maybe over too difficult. To beat the bat you need to master the bounce back technique, the gold and the cloud power ups should help. I think the tricycle monkey is an even harder boss to figure out.
  6. fued

    The Outhouse

    Yep, in this case, if you hit the thief, the paper will retract just as the model III. But if you hit the paper or the outhouse, it will burn out. There are many changes over the original core gameplay, I´m not quite sure all for the best, but it did fit neat with the two player mode. I had a run on the original and the coco one prior to designing this version... I was quite tempted to do the visuals like the original green trs-80. Here is making of with how the gameplay came about: https://sites.google.com/view/fuedhq/the_outhouse?authuser=0
  7. fued

    The Outhouse

    Klaatu Barada Keys!! https://ericomont.itch.io/the-outhouse/download/pdcNfPkGL2sDTYGb6ubKbfTTYP-eC5sQ5BRvSHZzkKRd5oTXW3brsps https://ericomont.itch.io/the-outhouse/download/emroeJ2DkwjFuFTR8ubKbfTTYP-PxkhJLL3xsadYnzQQZN3NbGVoRcs https://ericomont.itch.io/the-outhouse/download/GvQMUNQwwmQS4fCE1ubKbfTTYP-FvvY4mPFXHv3jDEAKQzXXj9SK4Js Share score go for 2 players. edit: friends told me the game works on linux with those vms.;)
  8. Thanks @Zoyous, I hope to be remaking a few others from my past.
  9. fued

    The Outhouse

    Sure shot @Gamemoose, it works as a dramatic slow motion, kind of, maybe similar to the freeze frame for special effects of the 70s sci-fy movie. It may be trouble if with a lot of bats. One can see a possible exit out of the swarm while time is frozen but it is hard to remember which direction each bat was going for... eventually leading to face crash towards a goal that makes no sense when motion is on.
  10. fued

    The Outhouse

    And the other image, just added today.
  11. Hello chaps, just finished a modern take on the original Outhouse from the trs-80 and the Color computer. While modern, ye it runs on PC windows or linux/mac+virtual machines, it tries to mimick what a Color computer can do in semi graphics mode 4 and a bit of it with the sounds. I wanted it to look and sound genuine. This version sports 2 simultaneous players, 15 waves and 3 bosses. You also get a net super highres COCO 2 tech illustration! Here is the game´s trailer and gameplay videos: If you fancy a making of/devlog , here is one: https://sites.google.com/view/fuedhq/the_outhouse?authuser=0 Here is a link to buy it: https://ericomont.itch.io/the-outhouse Let me know what you guys think of it! Attached goes a preview of one of the posters in low res.
  12. GLBasic can compile for it as long as you code it for that resolution and controls. I´m not sure the latest version is up to that but I have older compilers that do so perfectly, even using the neat touch pencil. It is just a matter of dragging the file to the sd card and running it.
  13. It is like no one is interested, maybe I posted on the wrong forum section, but probably the former. here a couple keys for itchio, I promise next time I came around is with something more atari related. Batari basic is really something I´m looking at. https://ericomont.itch.io/gravediggerex/download/kgUTo66ftTLZMks4dYbKbfTTYP-3mXeQiQP4WwaFo3qFz12mrxQyJHh https://ericomont.itch.io/gravediggerex/download/4qbrMdXhJhpBFpEU5YbKbfTTYP-1b8M5DA4vXy7M1maFNfRv8ERKnVh
  14. Hello chaps, the game is done. Here is a trailer: Here is a gameplay video: It is available for pc-win at 1.99 on Itchio here: https://ericomont.itch.io/gravediggerex I´m also trying to compile a Pandora and Pyra version. They will be free and the pc version will probably be set to free in a few months. I will be back with some keys for us as soon as I grab them. Be sure to check my other games in case you like this kind of stuff https://sites.google.com/view/fuedhq/fued Cheers!!
  15. Made some shading for the player, zombies and objects. Here is flat color, 3 color shade, outlines and highlights. And here a work in progress test, specially for tuning some of the jerky animation. And a final image with the whole family. I think the in-game gfx is complete, now to finish the in game sound fxs.
  16. Spicing up a bit the gfx I just ran into Batari basic...tempted to do a 2.6k port.
  17. I extended the shovel power. It now pushes back a zombie 3 blocks and 2 for bounced ones. Should give you room to maneuver and make the gameplay less tight. Added 5 treasures and the possibility of 3 cognacs to be dropped from zombies. Treasures can appear each 2 tombs that are at least cracked. Will use it to score. Added a timelimit. As you reach turn 60, some holes pop up and from there every turn a hole on map may expand. This builds a nice tension! And I may be able to use turns as score too. This should feel pretty much like the meltdown from this board game I used to play a lot. And here is early today´s game run. I think the gameplay is finally shaping up.
  18. Advancing, polishing some final stuff, like making sure the level generator does not fail and if it does, regenerate. Made a few 1000 generation tests and got it going neat. Looks like when you hold reset switch on some games from the Atari 2600.
  19. Working on mode B with hard changes to the gameplay and mechanics. Better level generation, zombies fall into pits and you can swing you shovel to push them back. Pushing them back should provide a domino effect if they bump on others and should add greatly to the gameplay! It is not quite done yet but I´m on it.
  20. Here is a link to the current PC version of the game: https://drive.google.com/open?id=179qs2v8cFWUzgHeTFOl5D1AEabf3f88p Use arrows+ZX or joypad+AB, ESC and menu button on joypad to return to title and again to quit. On menu, first button starts. During game, hold first button to stay in digging mode, add a direction to dig, second button to skip turn.
  21. Finally got the polishing done, tweaked the controls, added sound varieties to zombie yells, better sound mixing, some score at the end, etc. This should resolve game A and I hope to pack that up and have it released later today or tomorrow. I would like to know your thoughts, specially if any of those Usborne´s book played importance in your life.
  22. I spend this past weekend polishing the experience, adding sounds and music. Music has 3 momentos that kick in should you pick the key or the cognac. Here is a test video of it, sound is not quite well mixed yet.
  23. The Player can also fall into its own digged hole, or, can be pushed into it by a nearby zombie. Here are two possible animations for that, one is fast, direct and brings a surprise, the other is cartoony and has anticipation. While I enjoy the cartoon one better, I´m going to stick with the direct one as it seems to fits the game better. Here is a zombie attack and some testing of the player´s idle animation. Some more changes to the base gameplay, you now have to pick up a key in order to open the sematary gates, no more 60 turns wait. That poses some trouble on level generation, here is what I decided for: -gates spawn in the middle, player appears on a lower side part and key on an upper opposite side part. -gates spawn on the sides, player appears on the lower part of the same side and key on the upper opposite side. That generates the longest runs, it still has a level of randomicity on the regions, so always a different game. Zombies also spawn from graves and the above solution gives a reason for players to move on the start of the game, ye, where zombies are coming out. I´m also adding a cognac pick up to extend the game, it falls from a zombie in case turn 30 is reached, you got the key and a zombie is going about a clear tile. This gives you an extra reason for not leaving the sematary just yet, but I´m also adding more zombies. The game boots with maximum 3 zombies, pick up the key and that goes to 6, pick up the cognac and that goes to 9. There are many bugged situations when deving a game, some are hilarious, like this one here:
  24. Here is the game running on my debug overlay, you can see what each one is about. Notice the red squares around the player? It shows how close an enemy is to him and dictates the AI behavior of them zombies (ye no skeletons here). Zombies also tremble harder if close by, I had to add this visual aid to it as it looks cool and stressful. Here is a temporary title screen and transition fxs. It should be 4x faster than this. Here you will also be able to change game mode. Game over and Game won screens, the first one is to show the player scared as that is what happens on the original. I´m giving the player 3 chances to get scared before game over, might add a bit more. Player gets wary as he gets scared and can be seen on his idle animation.
  25. If you would like to take a close look at the book, follow this link: https://drive.google.com/file/d/0Bxv0SsvibDMTRUl3SFRONGN0MFk/view Some may also know that I use a modern variation of basic, very powerful one indeed, called GLBasic, get it here: https://store.steampowered.com/app/819510/GLBasic_SDK/ Now a bit of making of. The original game is about putting a player on the left upper part of a 20x10 squared board, 20 crosses randomly spreaded around and 3 skeletons on the top right area. The game is turn based and your objective is to stay alive for 60 turns. Skeletons tend to hunt you and you have to play with the environment to block them. You can also use a turn to dig a hole where the skeletons can´t go over. All in all, a surviving king of rogue like, it shares similarities with CHASE and ROBOTS, check it here: https://en.wikipedia.org/wiki/Chase_(video_game) In my version, I´m going to use a 200x 120 resolution, sporting a board of 20x12 slots 10 square pixels each. You can see a Layout here: The game mode A will sport clear semataries while B will have a more constructed ones like the example depicted above. So, let´s get into random generation. Apart from aesthetic tiles, grass fences and blocks, an exit gate also gets generated. Here I want to extend a bit on the original objectives, I want you to exit the place and not only stay alive. I also would like to sport more zombies if possible. Here you have a bunch of zombies going about. Notice they all move at the same time when it is their turn, this has to be changed to each moving on their own time. This is one of the subjects I wanted to try while doing this kind of game, if everyone moves at the same time, the game flows faster and you can sport more enemies, otherwise, it can cap to a limit as the player might not have patience to wait so long to play again. This also relates to game area , character´s speed and visibility.
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