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vhzc

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Everything posted by vhzc

  1. Now beta rom added to original post.
  2. vhzc

    Custom Fonts

    Hi guys. I made some score fonts for my projects and I think those can be useful for somebody else: vhzc_fonts.zip
  3. I've changed the score system, now the score you receive when you leave a room is based both in the number of lives and the time. Also I made a custom font for the score.
  4. That was a nice show, thanks for testing.
  5. I am not making the game as a tribute or port of any especific game. It has obvious similarities with Fort Apocalypse, but I get inspiration from various sources, including platformers as Megaman
  6. That's a great idea!, I added a new rom to the original post that includes it.
  7. I wasn't aware about that game, it looks great and that TIA rendition of the iron maiden's song is really cool!.
  8. Little correction: Last night I shared a version with only 11 screens instead of the 12 that I announced. Now I have added a correct 12 screens version to the originial post.
  9. I have updated the original post.
  10. Not yet. I have 7 screens coded, when I reach at least 10 I will release a playable demo bin. My goal is 28 screens as in my previous game.
  11. Thanks, and yes it has a lot in common will all those "Don't touch anything, everything will kill you" style of game.
  12. Fort Apocalypse is one of my inspiration, yes. But also has a little of Caverns of Mars... and a lot of my previous game Knight Guy
  13. UPDATE RELEASE CANDIDATE 45 screens. All content and mechanics added. NewPeril-RC1.bin http://vhzcgames.com/peril.php Hi guys. I was never totally satisfied with the previous version of PERIL, so a couple of months ago I decided to remade it from scratch as a 32k game, keeping the same concept, but with new sprites, playfields and some new mechanics too. Corrects a little bug and tweaks some timing. New title screen NewPeril20200224.bin Mainly cosmetic changes, some tweaks in difficulty. NewPeril20200217.bin Corrects a bug that avoided restart with the button after lose all the lives. Corrects a bug in Pause. NewPeril20200207b.bin New BETA (Feb 07) NewPeril20200207.bin So here is the first public beta: NewPeril20200110.bin Testing and feedback will be appreciated. James from the excellent twitch and youtube channel ZEROPAGE homebrew featured it in his show, so you could check it: ****** PREVIOUS VERSION ******** peril2018-11-09b.bin <= CORRECTS BUG IN SCREEN 10 A littlle promotional art https://www.youtube.com/watch?v=Cc3DJOABjHI
  14. For now I am working in a new game, but some of the ideas can be applied for expanding Knight Guy in a no so far future.
  15. Hi. Thanks for locate and let me know about that bug. I updated the original post with a new release that corrects it. About the presentation, there was a practical reason for the change: the original medieval-like title uses two sprites of 8x73 pixels and the new presentation uses only one sprite of 7x73.
  16. The definition of the playfield looks like this: playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end Every X represent a block of 4x8 pixels and the playfield is 32 blocks width and 11 blocks height. Every block can be an X (on) or a "." (off) so every block is a bit. 11x32=352 352/8=44 So every playfield should take 44bytes
  17. Yes, there is a 12th line, but is only visible when the screen scrolls vertically.
  18. There is 28 screens/rooms in the game, but only 12 playfields, some playfilelds are simply re utilized without change and the other elements are modified, other are changed drawing PFHLines at the start of the level. One of the bugs that I had to correct was the right moment to use PFHlines, if I use incorrectly then the screen can jitter when the collision routine is on.
  19. Yes, I made it in Batari Basic, but for now I am not sharing the code, it is just my second game and I started with batari just two or three months ago, so surely it's not a pretty code. But I can tell you how I did the things that are you curious about.
  20. Hi Thanks for your suggestion, the last version I added to the post (2018-10-07b) now includes the option to mute the music if Left Difficulty is set to A
  21. Hi Guys. I'm new here and I want to share a game that I am developing. It has 28 screens and is a 16k game. Is practically finished, I only have some room for corrections/debug. I don't have a Harmony cart, so I would really appreciate if somebody could test this version on real hardware. http://www.youtube.com/watch?v=cMClj5B85Vg knightguy2018-10-28.bin <- Change the score system, now the score you receive when you leave a room is based both in the number of lives and the time. knightguy2018-10-14.bin <- Corrects bug in screen 16 knightguy2018-10-07b.bin <- No music if Difficulty is set in A knightguy2018-10-07.bin knightguy2018-10-06.bin Regards from Chile
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