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Autor Tema: [[**Entry**]] "Buster Mystery" (GameCast Entertainment)  (Leído 6633 veces)
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« : 04 de Octubre de 2013, 08:25:56 pm »

New Entry for Contest MSX DEV '14,

BUSTER MYSTERY

Trailer demo: http://www.youtube.com/watch?v=YLmZwQ65JWg

« Última modificación: 05 de Octubre de 2013, 10:28:53 am por Jon_Cortazar » En línea
mars2000you
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« Respuesta #1 : 05 de Octubre de 2013, 02:54:38 pm »

Announced on MSXBLUE-DEV :

http://msxdev.msxblue.com/?p=2342
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Benoît
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« Respuesta #2 : 30 de Octubre de 2013, 11:22:02 am »

New demo Trailer update for BUSTER MYSTERY version 2.8 beta

Link video: http://www.youtube.com/watch?v=Kt2tkcqG4Wg

Best Regards......
(^_^)
AG.

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« Respuesta #3 : 04 de Noviembre de 2013, 01:30:05 pm »

Hello Dears Guys,

Update game BUSTER MYSTERY version 3.0
I would work all day, the schedules for nearly finish it .....

I studied his gamecontest, although it is not much,
because I have very little memory space on the basic!
In fact, I have advanced only about 1600 bytes with only 1.6 Kb ...

Now the Ninja 1UP, to finish and move on the next level,
should only take 5 golden keys, after which it appears a scale
in the top left corner on the current scene and is stored on the
VRAM, so if you later change of scene, the scale of salvation
is stored to the same point .....

I am committed to the very end of level BONUS.

Unfortunately there is always only one level of the game, and I should do the math
if return within the limits of dimezione ROM according to Regulation
DEV of '14, I can not exceed 48K of ROM.

All I need to design a beautiful presentation, the rest is almost
finished.

Trailer demo video link: http://www.youtube.com/watch?v=dT3MhdmkGYw&feature=youtu.be

For now is all.....
Best Regards and good day
(^_^)
AG.


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theNestruo
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« Respuesta #4 : 05 de Noviembre de 2013, 07:38:35 pm »

Ok, let's be constructive here (just my opinion):

- Stages are too long. Five minutes to complete one stage!? If there were a lot of different elements, that could be playable... but playing five minutes with a repetitive gameplay is simply boring. Try to make the stages smaller (fewer screens). Don't try to make a game big; try to make a game funny.
- Colors are confusing. Try to improve the contrast between background and sprites.
- Enemies are too slow. By looking at the video the game doesn't look too challenging.

It seems you took a look at the source code of Pérez the Mouse. I really hope you found it useful (beyond the PLAY"" jingles Tongue)
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« Respuesta #5 : 06 de Noviembre de 2013, 05:24:53 am »

It seems you took a look at the source code of Pérez the Mouse. I really hope you found it useful (beyond the PLAY"" jingles Tongue)

Andrea, this is getting quite annoying.

If you continue with this constant graphics (and music) ripping without asking permision, we will have to take matters into.
That could mean no MSXdev for you.

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Jon Cortázar Abraido (aka El Viejo Archivero)
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« Respuesta #6 : 07 de Noviembre de 2013, 01:08:36 pm »

Andrea, please be more creative, innovative, and take more risks on trying to be more original - it's not that difficult... (if you're empty of ideas, perhaps following http://indiegames.com/index.html might help you somehow, and perhaps will push you into being more "creative" than them - what a challenge, you know...)
« Última modificación: 07 de Noviembre de 2013, 01:11:13 pm por nitrofurano » En línea
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« Respuesta #7 : 08 de Noviembre de 2013, 10:35:50 am »

Andrea, i have an exercise for you, that you might find as interesting or useful:

1) choose any picture you may find from Eadweard Muybridge you think can be interesting for a game ( like from https://www.google.pt/search?tbm=isch&q=eadweard+muybridge ) - no problem using that, that is all public domain! Wink (and there are lots of original games that use them without any problem, like starting from http://www.youtube.com/watch?v=WYxIJxqrv6U , and for pyweek i made http://pyweek.org/e/nitrofurano/ which i think doesn't look as plagiarism at all )
2) transform the "spritesheet" you might find into one that fits on msx sprite size configuration (for example, handtracing it in Inkscape, resizing and exporting as png (like what i done on "Plumas e Sardinhas" pygame i cited above), resizing and pushing some pixels on Gimp or GrafX2, etc. - it's not that complicated)
3) do some brainstorm about which kind of game can be interesting using them

so, i think you have no excuses! Wink
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« Respuesta #8 : 09 de Noviembre de 2013, 12:01:25 am »

i don't know if this can help:
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« Respuesta #9 : 09 de Noviembre de 2013, 06:43:29 pm »

GREAT! I love it, nitrofurano. Thanks for sharing!
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« Respuesta #10 : 09 de Noviembre de 2013, 07:14:20 pm »

GREAT! I love it, nitrofurano. Thanks for sharing!
you're welcome, konamito! Smiley (and yes, it's excellent!)
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« Respuesta #11 : 15 de Noviembre de 2013, 11:39:16 am »

some books also help a bit: http://books.google.pt/books?id=6isWHHPii84C&pg=PT67&dq=pixel+art&hl=pt-PT&sa=X&ei=UvmFUvvfH7Hg7Qal7YDIDg&ved=0CDMQ6AEwAA#v=onepage&q=pixel%20art&f=false
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« Respuesta #12 : 04 de Julio de 2014, 11:47:16 am »

The game does not have been submitted to the MSXdev'14 contest, but is available on the Gamecast website :

http://www.gamecast.es/downloadmanager/bustermystery/index.php

Does someone have infos about the reasons why the game was not submitted to the contest ? I guess you will say that the problem is the 'originality' of the graphics/musics used in the game, but I want to know ...
« Última modificación: 04 de Julio de 2014, 11:59:49 am por mars2000you » En línea

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« Respuesta #13 : 04 de Julio de 2014, 12:15:38 pm »

No idea: he just did not submitted it here ;-)
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Jon Cortázar Abraido (aka El Viejo Archivero)
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[pitpan: Me sigue pareciendo más productivo jugar al SNAIL MAZE que seguir esta discusión.]
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