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Autor Tema: The Ruins of Machi Itcza  (Leído 12033 veces)
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nitrofurano
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« : 15 de Julio de 2013, 12:17:24 pm »

what about this one? http://www.newgrounds.com/portal/view/620676
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pitpan
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« Respuesta #1 : 15 de Julio de 2013, 01:36:55 pm »

Perfectly doable in MSX(1). But is it that interesting? I mean: I've played up to 7 keys and it's OK, but it seems to me a a "fast" game to play just once, finish and forget. It is a flash game with a retro feeling to it, but I don't know it if will work as an MSX production. Shouldn't be that difficult: plain graphics, simple mecanics, no 5-sprites-in-a-row problem so far, simple sound effects and just one piece of music. Why not?
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SapphiRe_MSX
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« Respuesta #2 : 15 de Julio de 2013, 02:43:02 pm »

Very interesting and addictive... but when I collected all keys, the game seems to go crazy and, even I reached the central room, I was unable to finish it.
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nitrofurano
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« Respuesta #3 : 15 de Julio de 2013, 06:55:46 pm »

well, i found this game at http://indiegames.com/2013/07/freeware_-_the_ruins_of_machi.html - i think that just the fact that game appears at http://indiegames.com is enough for considering porting! Wink (as well as i believe that some native z80 games should have visibility there as well!)
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Jon_Cortazar
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« Respuesta #4 : 16 de Julio de 2013, 10:38:53 am »

Really cool. I loved it! Griel
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Jon Cortázar Abraido (aka El Viejo Archivero)
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Dioniso
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« Respuesta #5 : 16 de Julio de 2013, 12:49:44 pm »

Está muy chulo. Y la música acompaña. Lo quería probar y me he llevado un rato jugando  Joe
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SapphiRe_MSX
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« Respuesta #6 : 16 de Julio de 2013, 01:12:32 pm »

Está muy chulo. Y la música acompaña. Lo quería probar y me he llevado un rato jugando  Joe

English, English...

I finished the game in less than 30 minutes. Really fun!! Cheesy

I remember when I was young and tried to design a platformer with no less than 1000 different rooms. Maybe it's time to think again on it Cheesy
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nitrofurano
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« Respuesta #7 : 16 de Julio de 2013, 08:00:58 pm »

Simon Eriksen, the author, replied me with some stuff he used on the game, like the spritesheets and maps:

sprites, tiles and title:
- http://www.newgrounds.com/dump/draw/559441ecdbc454a5c315b27a1284d45c
- http://www.newgrounds.com/dump/draw/5c1b654343c9b0adf9be98ed7148d0d1

the map:
- http://www.newgrounds.com/dump/item/3ad745a52b7709c1705d9518442457ff
"The levels are stored as 2D arrays, of course they're all in flash syntax but the data is still the same. Objects like enemies and arrow-traps and keys are stored in there as well. Their id-numbers will have decimals after them (fx 4.000102) which specifies what pattern they move in or when they shoot and stuff."

About the credits, he want to be credited as "MNWS", the typeface used on the title were from http://www.dafont.com/indiana.font , and i think soon he is about to let us know who composed the chiptune and which title has. Simon is also open to reply questions and requests about probably missing information.
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nitrofurano
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« Respuesta #8 : 18 de Julio de 2013, 08:32:02 pm »

my idea for the tilemap/charactermap - http://img580.imageshack.us/img580/8901/gf4j.png - i think wouldn't be a further problem "transforming" that proportional typeface into fixed 8x8, and using screen1 (some tiles might need some arrangement, i can't remember if each group or 4 or 8 characters uses the same colour attribute) with a palette optimized for msx2 (a bit like some MojonTwins games using UlaPlus, or that orange colour used from Konami's Nemesis3)
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« Respuesta #9 : 21 de Julio de 2013, 08:26:10 am »

Great to know you are working on it, nitro! Even with the help of the authors! Can't wait ;-)
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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.]
nitrofurano
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« Respuesta #10 : 08 de Septiembre de 2013, 10:01:46 pm »

well, i confess i were a bit lazy on that - trying to improve Boriel's ZX-Basic Compiler for being able to prototype it more easily (i still struggle on coding pure assembly games yet...), and in the meanwhile i lost some focus on trying to extend ZX-Basic Compiler also for Mattel Aquarius, VG5000, Colecovision, etc.! Cheesy

btw, i started a small test on Boriel's ZX-Basic Compiler, for some idea of how it would look like (i'm about using screen1, and palettes when possible (2,2+ and turbo-r) ), i didn't try moving sprites yet and so on - since i can't add attachments here in this message, i'm uploading to https://drive.google.com/#folders/0B7Iw8X7IB4-nVi1vTnFOOWE0aG8

btw, this game has 81 rooms, and 24x18 with 1 nibble per pattern (character), each room seems to fit into 216 bytes, resulting in a bit more than 17kb for all of these 81 rooms - the weird part is that i don't know why 32kb .rom files created from Boriel's ZX-Basic Compiler doesn't work, only the 8kb and 16kb (probably i'm struggling on something?)

another doubt that i have is how platform games works, how can i have the object walking on the platforms, jumping, collisions, and so on - is there any kind of simple tutorial explaining?
« Última modificación: 12 de Septiembre de 2013, 01:10:52 am por nitrofurano » En línea
nitrofurano
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« Respuesta #11 : 14 de Septiembre de 2013, 12:57:14 pm »

updated https://drive.google.com/#folders/0B7Iw8X7IB4-nVi1vTnFOOWE0aG8 - the sprite now moves around rooms, but i think there is a bug somewhere that i can't find... :S
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pitpan
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« Respuesta #12 : 14 de Septiembre de 2013, 01:34:59 pm »

It's nice to see it already moving!
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nitrofurano
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« Respuesta #13 : 14 de Septiembre de 2013, 01:51:11 pm »

It's nice to see it already moving!
thanks! but i'm struggling to understand why i can't create 32kb .rom files... :S (for now, i'm needing around 17kb for all 81 rooms, now i'm only using 9 rooms) - (the .rom starts with 0x41 and 0x42 at 0x4000 (like most of those from Konami, i think), the code starts on 0x4010 just like those working 8kb and 16kb results, and so on...)
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nitrofurano
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« Respuesta #14 : 14 de Septiembre de 2013, 06:06:52 pm »

updated https://drive.google.com/#folders/0B7Iw8X7IB4-nVi1vTnFOOWE0aG8 again - 5x5 map has some more bugs to be fixed (probably i need to fix the correlation between nibbles and pattern bytes index), and the 9x9 (resulting a 32kb .rom) doesn't open on openmsx with cbios (and it opens fine those 32kb roms from games from the 80's... - weird... :S )
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