Re: Νεες κυκλοφοριες σε retro κoνσολες και computers
Δημοσιεύτηκε: 23 Αύγ 2017 02:01
Nemo έγραψε:
To MAME στα ελληνικά !
http://www.mame.gr/forum/
Nemo έγραψε:
[/quote]Nemo έγραψε: ενώ
https://www.youtube.com/watch?v=y-9_df4P1_k
ετοιμάζεται το Rygar για Amiga
...runs smooth in stock Amigas and uses a second button for jump like it should be.
Code by Alessandro di Gaia, background and sprite conversions by Trachu and music by Simone Bernacchia.
The color flashes on the top of the screen during gameplay are only for debugging purposes.
http://atari-forum.com/viewtopic.php?f=26&t=31479Daimakaimura (Ghouls 'N Ghosts) WIP game scrolling demonstration running on an original Atari STE (8 MHz, 4 MB RAM).
Some graphics glitches are still visible though.
Nemo έγραψε:οι ελπίδες για ένα υψηλών προδιαγραφών και προσδοκιών Turrican(/Metroid) κλώνο αναπτερώθηκαν από την ανακοίνωση για το επερχόμενο Steel Ranger από τονNemo έγραψε:
New year, and a new work-in-progress page!
Steel Ranger will be a Turrican / Metroid inspired action game, with adventure elements. It is a loose sequel to Hessian, with familiar gameplay but hopefully easier controls this time.
The scenario is set a few hundred years from now. As humanity began to expand its reach through the space to seek a future beyond the dying Earth, it found itself at war with the Throne Group's legacy: rebelled machines who also set their sights on conquering the galaxy, seeing themselves as the next version of mankind, superior in every way to the fragile organic lifeforms. Using a Ranger armor suit, you must confront extreme combat on the machines' home planet in hope of turning the tide of war.
After finishing Hessian, some time was needed to explore new tech options for a potential new C64 game. Now the exploration is over, and the choices for this game are clear. In contrast to Hessian & Metal Warrior games, this game will utilize 2x2 char blocks to allow more precision and freedom in building the game world, as well as speeding up background collision checks, since they are done on a per-block basis, without needing to drill down to the char level. Potential downside will be increased memory / disk use. Like Hessian, Steel Ranger will run at 50Hz with color-per-char backgrounds, but the scrolling is freedirectional for a smoother feel, and faster scrolling when needed. The aim is to be compatible with both PAL & NTSC, though on NTSC slowdown could occur more easily in heavy action sequences.
The game scenario needed some thinking as well. The original plan was a direct sequel to Hessian, picking up from where the story of the game left off, but that got abandoned as stronger inspiration came from an unexpected direction: the idea to write Turrican fanfiction for NaNoWriMo 2017. This idea mutated quickly into original fiction and something that felt very inspiring and suitable also for a game. Of course, considering how Turrican is one of the most "holy" games on the C64, getting inspiration from it sets the bar for quality rather high!
Unlike Turrican, this game too will use sprite bullets instead of char bullets, to preserve the fidelity of the background at all times and allow for more colorful bullets. This means that the firepower will not be as extreme in quantity, but using large and fast moving bullet sprites the weapons should yet feel fairly powerful. Firing happens to 8 directions just like in Hessian.
Current status: player movement and weapons are done. Game world charsets and layout are in progress, using a new world editor tool which allows larger shapes (consisting of several blocks if necessary) to be edited and inserted into the world. The C64 charset is dynamically constructed as editing proceeds, discarding duplicate chars and blocks. Due to not needing to pixel human-occupied or otherwise realistic locations, the work feels more inspiring and less painful this time!
http://cadaver.homeftp.net/wip.htm
Lasse(Cadaver)Öörni/Covert BitOps δημιουργού της κορυφαίας -μετά το 2000 -σειράς games για τον C64 Metal Warrior 1-4 αλλά και τα ΒOFH:Servers Under Siege ,Escape From New York με τελευταίο δημιούργημά το πρόσφατο Hessian
Code .... Docster/ Majikeyric
Music .... Rage/Rotteroy
Graphics .... Rotteroy /Shine/ Sparkler
Linking .... Majikeyric
Nemo έγραψε:Nemo έγραψε:GeoAnas έγραψε:Η Vanja τώρα τελευταία, δουλεύει στα κόκκινα...η μια release μετά την άλλη...
Η pond software εχει παρει φωτια οντως
τα 3 που αναφερει στην σελιδα τουςUpcoming C64 games
Humpy
Bear Essentials
Splorf Strikes back! (II)
H Pond(/Privy) Software επανέρχεται με ένα εντυπωσιακό platform το οποίο θα είναι διαθέσιμοCode by Andreas Gustafsson,
Graphics/music/sfx by Vanja Utne
Nemo έγραψε:
https://www.youtube.com/watch?v=8rMvJOVGIbg
https://www.youtube.com/watch?v=8QbHZPN4zBA
Μετά το Limbo και Little Big Planet στο C64 ?
(Βέβαια κρατάμε μικρό καλάθι πάντα )
Nemo έγραψε:
https://www.youtube.com/watch?v=MDt8znSFcP8
Trailer του “The Sword Of Ianna“(Spectrum) από την RetroWorks RetroSevilla
//////////////////////////////////////////////Development team :
- Chris94 : specification, game programming, graphic design, level design and translation
- Kukulcan : game story, game scripting, game intro programming and level design.
- Ced : game story, game scripting and graphic design.
- Rayxamber : sounds and musics
- T&J/GPA : sounds and musics
- Maxit : translation
- MiguelSky : translation
To Prince of Persia(BBC Master) γίνεται port από την Apple 2 έκδοσή του στο ΒΒC MasterI thought you would all like another weekend treat. This is the first level of the game fully playable including all secret areas! I ported the guard & AI functions, along with the ability to pick up objects including the sword. I also re-implemented the keyboard handler, so the game is actually controllable - it used to do weird things before - and have re-written the sprite routines to correctly handle clipping and fixed other gfx glitches.
(Note: Return is the "action" key including grab & step, for timed jumps you'll need up-left & up-right which are mapped to the two keys either side of up '*'.)
Consider this a "teaser" and probably the last image I will upload here until the game is complete. I don't want you all getting bored and would like the final version to be fresh for everyone to play through and enjoy.
There is still plenty of work to do. I need to implement cutscenes and remaining gameplay features plus attract mode, save game etc. All the graphics need to be revamped for MODE 2 resolution and good palettes chosen (including NULA palettes.) Then I need SN music and sfx from our musician friend, Inverse Phase. Finally the whole lot needs to come together on a double-sided disc and any remaining Beeb specific support.
I'm also still not happy with the flickering and frame-rate. The good news is that there is plenty of memory free now - at least 6K - but not enough to double-buffer in MODE 2 (need around 13K.) The frame-rate gets quite bad when many sprites are being redrawn - I need to do some profiling (not jump to conclusions this time!) and have a good think about the best way to speed it up.
I'm still looking for an alpha tester to join our Slack channel and do playtesting with regular builds. Ideally someone who has played & completed the game on Apple II or PC and doesn't mind ruining their enjoyment of the finished Beeb version somewhat - it will mean replaying a lot of the same levels over again but at least you get some input into the development process.
Xelda , zelda clone για Spectrum128k(Andrew Dansby)Preview of my upcoming game Xelda.
A rather large scale game for the 128k speccy.
8 upper world levels and 3 dungeons.
192 screen in all.
Loadable by a standard 128k Speccy on cassette.
....
it is however written with the Mojon Twins MK2 Engine .....
....
I plan on releasing the source code publicly when the project is finished. Since the game logic is scripted, anyone should be able to take the script and modify it to their own needs, so creating sequels should be relatively easy (with my commented source).
Nemo έγραψε:οι ελπίδες για ένα υψηλών προδιαγραφών και προσδοκιών Turrican(/Metroid) κλώνο αναπτερώθηκαν από την ανακοίνωση για το επερχόμενο Steel Ranger από τονNemo έγραψε:
New year, and a new work-in-progress page!
Steel Ranger will be a Turrican / Metroid inspired action game, with adventure elements. It is a loose sequel to Hessian, with familiar gameplay but hopefully easier controls this time.
The scenario is set a few hundred years from now. As humanity began to expand its reach through the space to seek a future beyond the dying Earth, it found itself at war with the Throne Group's legacy: rebelled machines who also set their sights on conquering the galaxy, seeing themselves as the next version of mankind, superior in every way to the fragile organic lifeforms. Using a Ranger armor suit, you must confront extreme combat on the machines' home planet in hope of turning the tide of war.
After finishing Hessian, some time was needed to explore new tech options for a potential new C64 game. Now the exploration is over, and the choices for this game are clear. In contrast to Hessian & Metal Warrior games, this game will utilize 2x2 char blocks to allow more precision and freedom in building the game world, as well as speeding up background collision checks, since they are done on a per-block basis, without needing to drill down to the char level. Potential downside will be increased memory / disk use. Like Hessian, Steel Ranger will run at 50Hz with color-per-char backgrounds, but the scrolling is freedirectional for a smoother feel, and faster scrolling when needed. The aim is to be compatible with both PAL & NTSC, though on NTSC slowdown could occur more easily in heavy action sequences.
The game scenario needed some thinking as well. The original plan was a direct sequel to Hessian, picking up from where the story of the game left off, but that got abandoned as stronger inspiration came from an unexpected direction: the idea to write Turrican fanfiction for NaNoWriMo 2017. This idea mutated quickly into original fiction and something that felt very inspiring and suitable also for a game. Of course, considering how Turrican is one of the most "holy" games on the C64, getting inspiration from it sets the bar for quality rather high!
Unlike Turrican, this game too will use sprite bullets instead of char bullets, to preserve the fidelity of the background at all times and allow for more colorful bullets. This means that the firepower will not be as extreme in quantity, but using large and fast moving bullet sprites the weapons should yet feel fairly powerful. Firing happens to 8 directions just like in Hessian.
Current status: player movement and weapons are done. Game world charsets and layout are in progress, using a new world editor tool which allows larger shapes (consisting of several blocks if necessary) to be edited and inserted into the world. The C64 charset is dynamically constructed as editing proceeds, discarding duplicate chars and blocks. Due to not needing to pixel human-occupied or otherwise realistic locations, the work feels more inspiring and less painful this time!
http://cadaver.homeftp.net/wip.htm
Lasse(Cadaver)Öörni/Covert BitOps δημιουργού της κορυφαίας -μετά το 2000 -σειράς games για τον C64 Metal Warrior 1-4 αλλά και τα ΒOFH:Servers Under Siege ,Escape From New York με τελευταίο δημιούργημά το πρόσφατο Hessian
Silvervalley : ένα πολλά πολλά υποσχόμενο action platform με στοιχεία rpg έρχεται στo Master System64 stages, with an story driving the action, rpg like.
Several gameplay schemes, platforming, flying/shmupping, sailing...
Seven bosses
One minigame included
Πηγή https://twitter.com/Rotteroy/status/920283757747286017Wip graphics for our new Amiga game,
Green Beret!
Coded by majikeyric64
Direct D/load Daimakaimura - Test 1 [2017-10-16] Atari STE (4 MB RAM)
Here's a first test version for you to try. It shows the attract mode but has still some issues while redrawing some screens. However, it should work on Atari STE machines with 4 MB of RAM and colour monitor/TV set.
Please note: you also need to put the original arcade program ROMs from Daimakaimura (Japan Resale Ver.) in the same folder and please try to load the HD driver as the only program to save memory.
Daimakaimura - Test 1 [2017-10-16]
----------------------------------
Arcade version (c) 1988 by Capcom.
Atari STE port by Sascha Springer.
Requires an Atari STE with 4 MB RAM.
You also need to add these two ROM
files from the arcade machine in
this folder to run:
DAMJ_23.8F (CRC32: C3B248EC)
DAMJ_22.7F (CRC32: 595FF2F3)