KNM
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« Respuesta #15 : 20 de Enero de 2007, 07:57:21 pm » |
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:guitar: Very good! :god: Do you know of any pt3 player that doesn't contain self modifying code? And also if there is a pt3 player that can be combined with SFX? I've seen many discussions about this but didn't follow them too closely.
You can ask dioniso about this,because he developed de pt3 replayer.Also,WYZ can provide nice info too.I´m not good in technical aspects,sorry Thanks for your comments KNM
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<Bacterion> : ¿ Por qué la gente se empeña en pulsar F5 ?
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mäsäxi
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« Respuesta #16 : 23 de Enero de 2007, 09:34:38 pm » |
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Please also rename your G´n´G and get somebody "burn" it to the cartridge... I could be interested to buy one... i suggested renaming so there would be little less trouble with (c)opyright stuff when selling it as cartridge...
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mäsäxi
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« Respuesta #17 : 23 de Enero de 2007, 09:45:19 pm » |
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by the way... which music you use for GnG MSX remake? I still love spooky tune of Commiedore 64 version, amstrad had kind-of-same-tune, but it was simpler... and not as good. I was very disappointed when I got GnG for Amiga.... tune was completely different... and NOT spooky in any way... NES tune also sounds very different..... I suggest you music artists there should listen C64 tune first.... it´s just sooo moody´n´spooky tune!
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KNM
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« Respuesta #18 : 24 de Enero de 2007, 06:03:33 pm » |
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by the way... which music you use for GnG MSX remake?
I´ve made this myself,parting from the arcade original´s theme. KNM old bits never die!
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<Bacterion> : ¿ Por qué la gente se empeña en pulsar F5 ?
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dvik
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« Respuesta #19 : 24 de Enero de 2007, 11:24:24 pm » |
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Are there any manufacturers that can produce 128/256kB carts with an ASCII8 mapper? If there are it would be very nice to release the game on real carts. But first it needs to be finished. About the name, maybe: Ghouls'n Gnomes
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Dioniso
Visitante
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« Respuesta #20 : 25 de Enero de 2007, 12:05:35 am » |
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About the name, maybe: Ghouls'n Gnomes Goblins 'n' Ghosts?
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nerlaska
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« Respuesta #21 : 25 de Enero de 2007, 08:36:29 am » |
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dvik, Maybe Matra?
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KNM
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« Respuesta #22 : 25 de Enero de 2007, 07:02:49 pm » |
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About the name, maybe: Ghouls'n Gnomes Goblins 'n' Ghosts? Here´s mine : Ghosts´n´Gambling KNM You,zombie.You owe me five bucks!
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<Bacterion> : ¿ Por qué la gente se empeña en pulsar F5 ?
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pitpan
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« Respuesta #23 : 25 de Enero de 2007, 08:36:25 pm » |
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Even if I suffered some of the worst part of a copyright law infringement, I would suggest to keep the original name. As far as you label it properly as a "fan version", "tribute to the original game", "derivative work", there's little chance for misunderstandings, even if you sell it. But first, make sure that Capcom is not willing to sell an MSX2 version soon
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dvik
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« Respuesta #24 : 26 de Enero de 2007, 05:07:01 pm » |
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There are quite a few ports and remakes of Ghost'n Goblins already and I haven't seen problems with any of them. Any other companies or people than matra that could potentially manufacture megaroms? Matras shockwave roms look very nice but they are limited to 48kB, right?
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jltursan
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« Respuesta #25 : 26 de Enero de 2007, 06:05:38 pm » |
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If I'm not wrong Matra and even Pazos will be able to make MegaROMs soon...not sure anyway...
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Doom dee doom dee doom
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dvik
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« Respuesta #26 : 27 de Enero de 2007, 02:05:33 am » |
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Ok, time for a little status update. This version has the state machine for arthur in place and some not so intelligent ghosts. It would be good to hear what you think of the engine so far and if there is anything you'd like to see different (e.g. a non flickering arthur or anything else). You can control arthur with the cursor keys. Jump with space and fire with Ctrl. Let me know what you think. The demo is at www.bluemsx.com/demos/GnG_20070126.zipI also found a very good map of GnG icluding bitmaps of all enemies: http://www.geocities.com/gamesterlair4/GnGHome.html
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« Última modificación: 27 de Enero de 2007, 06:15:28 am por dvik »
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nerlaska
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« Respuesta #27 : 27 de Enero de 2007, 09:29:02 am » |
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WOW!
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Jon_Cortazar
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« Respuesta #28 : 27 de Enero de 2007, 10:12:37 am » |
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Really nice work, dvik! Just a few remarks. Imho I would leave arthur free from flickering, so the only rotating sprite layers would be enemies' ones. But still as it is right now it is really fine!. I'm quite curious, how are you planning to implement arthur's shoots?. They will be sprites or patterns?. If sprites, you'll have lots more of flicker (but easier to implement), and if patterns (nemesis-like), you'll need a more complex routine... I suggest using patterns, except for the "Torch" item, that describes a curve, and it will be more appealing to see as sprites. Anyway, this is the way to go!. Even you can climb ladders now! . Congrats agan dvik, as this is a grrrreat work!
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Jon Cortázar Abraido (aka El Viejo Archivero) RELEVO Videogames [Dioniso: La cafeína está haciendo su trabajo; yo espero hacer el mío.] [pitpan: Me sigue pareciendo más productivo jugar al SNAIL MAZE que seguir esta discusión.]
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KNM
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« Respuesta #29 : 27 de Enero de 2007, 11:15:04 am » |
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This is so GREAT WORK! Here´s my suggestions : * I think that Arthur could move a little faster.I´ve tested the demo both 50 and 60hz,and the movement on 60Hz is closer to the original.I don´t know if this is possible,but I like to see Arthur running a bit more * the jump is great,almost matches the original. * And for now...no more to say.This is AMAZING! :god: :god: UPDATED : * If you jump near ladders,Arthur gets hooked on it. KNM woah! cmptr:)
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« Última modificación: 27 de Enero de 2007, 11:21:40 am por KNM »
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<Bacterion> : ¿ Por qué la gente se empeña en pulsar F5 ?
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