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PostPosted: Thu Jan 12, 2017 3:15 am 
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As my two main entries are finished and tested, awaiting submission, and there's still 20 days to go, I've decided to try to create another entry in the remaining time. It's an extended por of one of our old ZX Spectrum games, Cheril the Goddess. It will be a side scrolling action-adventure game in which you have to deactivate three temples in order to open three gates to reach the Hall of the Gods.

Cheril can jump and run, you know the drill. There will be special altars in which she can refill her might. With a full refill you gain three "blasts" you can use to become a super-heroine for a few seconds (during which you are immune to enemies and can fly) or use a teleporter to the first screen, located at the center of the map, which connects all sections.

In order to deactivate the temples which protect the gates you have to "beat" the altar in there with a special object. There are three temples: the temple of Stone, the temple of Scissors and the temple of Paper. Guess which object you need to beat each ;)

Right away I've planned the engine, set up some data converters, created the map and pixeled some of the graphics.

The map is rather big and I want a flashy opening cutscene. This will be a UNROM game.

This is a minimap you can access pressing SELECT. It shows where you, the temples, and the objects are located. Its looks will improve, this is just a barebones implementation:
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Those are the WIP graphics. More to come. Enemies are placeholders, I have to redraw most of them.
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This is how the background looks like (in the map editor)
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mapwip.PNG
mapwip.PNG [ 52.67 KiB | Viewed 316 times ]


I'll try to finish in time :) Will keep this thread updated.

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PostPosted: Thu Jan 12, 2017 3:51 am 
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I love those development tools.

Are they for download somewhere or are they own?


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PostPosted: Thu Jan 12, 2017 4:24 am 
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Wow 3 games Nathan ! You're on fire !


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PostPosted: Thu Jan 12, 2017 4:48 am 
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Diskover wrote:
I love those development tools.

Are they for download somewhere or are they own?


If you mean the ones in the screenshots, they are a rather old version of Photoshop (v7, I think its from 2001 or something like that) and Mappy, which you can find here.

glutock wrote:
Wow 3 games Nathan ! You're on fire !


Well, I'll try to make this in time :) It may be my only way to get the games on cart XD

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PostPosted: Fri Jan 13, 2017 3:42 pm 
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I had 1 spare hour today and progressed a bit - I like to start by creating the scrolling routines. I've enhaced my previous one (used in another compo entry and the remake of Sir Ababol you could purchase at Verkami last year and which will be released for free soon) and it is now capable of using mapped metatiles, scrolls in both directions, updates a 24 patterns high playing area, and is a wee faster. The grey jitter at the top of the screen is the amount of time the routine takes (appart from the buffered VRAM copy which is done using Neslib).

Next: player basic movement (jump and run, that is) and collision detection with the background.

Background tiles are prone to be heavily modified. I went the easy path and reused quite a lot of stuff from old sets. The map is 4 stacked "floors" of 20 screens (5120 pixels wide). The camera can be confined in sections of the map which is pretty cool.

You can follow the development here https://github.com/mojontwins/GoddessR


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PostPosted: Sat Jan 14, 2017 4:13 pm 
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Made the main character jump and run around. There's no collision on the Lava so you can glitch as much as you like. But you can explore and look around.

There's a small jitter in the joints between "screens" because I'm not checking the collisions properly in some cases, and I need to fix that. Otherwise, level sections are implemented. You can exit a section to the section above or below, or to an adjacent section (but the sprite will do a ugly wrap around I've yet to cope with).

Anyways, progressing nicely :)


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PostPosted: Mon Jan 16, 2017 12:52 pm 
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I fixed the glitches. No ROM today as I'm revamping the graphics in the BG and the map. Some shots as goodies...


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PostPosted: Mon Jan 16, 2017 6:48 pm 
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Looks great as always. Will you need to clothe your character for inclusion in the multicart, though?

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PostPosted: Tue Jan 17, 2017 1:52 am 
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It's great, na_th_an

And also the control of the character looks better than that of your previous games.

I'm messing around with a little platform demo, with scroll but very simple (2 nametables) because I'm still not able to do a big scroll.

Also, the issue of collisions is giving me many headaches. I do not finish catching it well.

Luck!


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