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Autor Tema: [[**Entry**]] "ZERO and the Castle of Infinite Sadness" (Dioniso)  (Leído 23108 veces)
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« Respuesta #15 : 25 de Mayo de 2014, 05:31:56 pm »

Awesome !!! Mixed mode allows plenty of possibilities and we will use mix mode too Wink

Yeh, but then, also does Screen 4. It seems like you both gonna love Screen 4. So my point it, and why not? It's a nice screen mode! Why don't take profit of it?

That will be for the msx 2 version Wink

I wish there is one Smiley Tho, as developer, I know that doing twice the same work is a pain and not very rewarding.
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Cindy Lauper She Bops!
« Respuesta #16 : 31 de Mayo de 2014, 01:03:08 pm »

If I only had one more month ...  Undecided

What do we know about the other projects? Will everyone be ready on the 15th of June?
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Karoshi Lover
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« Respuesta #17 : 31 de Mayo de 2014, 06:13:01 pm »

Will everyone be ready on the 15th of June?
Mine is already playable and has most of the stuff, but it's gonna be tight to have it properly finished (musics, sfx, cutscenes) on time... :/

So... gif me more coffee! MOAR!!1 Grin
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theNestruo."Old BASIC programmers never die; they GOSUB but never RETURN."
« Respuesta #18 : 31 de Mayo de 2014, 07:14:51 pm »

mine is playable but many things are missing (some enemies, two levels, cut scenes, some sfx....)
anyway there is no prize either...
why not give extra time waiting for donations ?
without prize the competition is just for glory...
« Última modificación: 31 de Mayo de 2014, 07:18:25 pm por AR » En línea
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« Respuesta #19 : 31 de Mayo de 2014, 07:46:34 pm »

I'm running adjusting the playability and debugging and finishing many things. A few extra time will be very appreciated although I'll do all possible to arrive on time!

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« Respuesta #20 : 01 de Junio de 2014, 05:45:56 pm »

Well, I don't mind if there's no price at all. I do it for the glory Smiley But I can understand that it can motivate people to work harder, better, etc ... and have projects in time for the deadline.

I think there's still no way to donate money to the MSXDev'14.
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« Respuesta #21 : 14 de Junio de 2014, 09:37:07 pm »

In my first post you can download the game.
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Karoshi Maniac
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« Respuesta #22 : 14 de Junio de 2014, 10:17:15 pm »

yes, i’m playing it now! quite unique (and a bit difficult at first, but it seems pretty addictive) - this one really surprised me! Smiley
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Karoshi Newbie
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« Respuesta #23 : 15 de Junio de 2014, 09:30:39 am »

nice sprite effects! Smiley
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« Respuesta #24 : 15 de Junio de 2014, 09:39:22 am »

Thanks, nitrofurano and hap.
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Karoshi Hero
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« Respuesta #25 : 18 de Junio de 2014, 04:18:05 pm »

Nice game which smells Dioniso's style all around! Wink

It seems quite solid and well done. I like the ground changing into harmful tiles following different time patterns, but I miss a feature giving you some advantage like inmunity time or something like that (typical in that kind of games).

All in all, I think it's the best Dioniso's game so far!  Smiley
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« Respuesta #26 : 18 de Junio de 2014, 05:16:00 pm »

Smiley Thanks, Imanok.

I wanted to do some experiments but in a playable game. Every coder creates programms they like, and I really like this game. I know some people don't, as I have read in MSX.ORGm-for instance-, but that's fine. Everyone has his/her taste.

About the technical part: (I know you didn't ask, Imanok  police )

-"PRESS START": there are 2 screensplits: the first one from SCREEN 2 to SCREEN 3 (with the "PRESS SPACE" sentence), and the second back to SCREEN 2 for the "copyright".
-MENU: There's a mixture of magnified SPRITES and normal SPRITES. The logo ZERO are 4 magnified SPRITES with a sine curve movement horizontally and with some synchronization I split every line and move the same SPRITES but the odd lines are red and the even lines are white and move in opposite directions. The synchro goes on and when the raster has passed the ZERO magnified SPRITES I change to normal SPRITES, so that the red whale is not that big.
-GAME OVER: sine curve movement horizontally changing the colours of the SPRITE, having 8 colours per sprite (it could be changed per vertical pixel but I didn't have much time (nor space in the ROM) for everything I wanted to do so I changed it every 4 pixel.
-And you also have the 1bit sample I already played in SP8 INVADERS.

My sound experiments were just left out ... but they will be included in a possible future revision for the cartridge version. The game won't change but I would like to add the story of ZERO flying to the island/castle and crashing at the top of the castle as introduction and some things like envelopes with volume and some other little things.
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