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Christmas Carol: Just released!


DZ-Jay

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  • 3 weeks later...

Any update DZ-Jay?

 

Yes, there's not only an update, there are PLENTY!

 

  • The introduction sequences for the game stages are completed, only music and sound effects are missing.
  • The design of the last "boss level" is finished. This completes all eight levels.
  • The AI for the enemies of the "boss level" has been designed and I'm in the process of implementing it.
  • Oh, by the way, there's a "boss level" at the end, along with a nice sequence to serve as an epilogue to the story--before starting again at a higher difficulty.
  • And speaking of "boss level," did I mention that there are two new enemies?

 

The last level is a surprise. You'll have to play the game all the way to the end to get it.

 

Among other updates that I may not have mentioned before are:

 

  • Artwork for the box and overlays was completed in June and is ready for the printers.
  • Boards are ready to build.
  • We're aiming for a mid-Fall release, just in time for the Christmas Season!
  • It'll be released through Left-Turn Only Productions, LTD, so you know it'll be a quality feature.

 

Now, if only that prima donna programmer would get off his ass and finish the darn game! :)

 

Anyway, I will be rounding up beta testers next week. I'm looking for a handful of people with enough free time on their hands so that they can play-test the game extensively and provide feedback and bug reports. So if anybody is interested, please send me a private message.

 

Please, just serious people who are willing to test an unfinished and possibly unpolished (and--gasp!--buggy) game. For everyone else who wants to get his or her hands on the game early, a teaser and demo will be available for download a bit later.

 

Thanks to everybody for sticking around. It's been a long ride (my wife can't believe that my 2-week vacation project has turned into a full year endeavor!), but we're almost there! I promise, it'll be cool and fun, and I hope that you find it as enjoyable to play as it was for me to create.

 

Cheers!

-dZ.

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Attached is a sample of the introduction sequences. They are intended to be short, animated cartoons to introduce each game stage. They also advance the arc of the storyline and add a bit of whimsy to the game. Please note that sound effects and music are not completed, so they may seem a bit dry right now.

 

Sequence #2:

Carol is walking about when suddenly she's startled by the Snowman's howl. When the Snowman's stomping sound gets louder, she panics and runs away. But it's not the Snowman, it's the Ghost! Turns out he "borrowed" the Snowman's stick arms to play a trick on Carol.

 

Sequence #3:

The Ghost still has the Snowman's stick arms, but now he's wearing them on his head like antlers. The Evil Snowman wants them back and chases the Ghost through the caverns. The Ghost manages to lose the Snowman, but while he's catching his breath, he's surprised when his nose start glowing red--now those antlers really fit the ensemble!

 

Sequence #5:

The Snowman is chasing Carol through the caves, but just as he's about to get her, he runs away in sudden panic! What could have scared him? It was Carol, who lit a match to chase him away with the fire.

 

Enjoy!

-dZ.

Edited by DZ-Jay
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Wow! now this was an update!

 

I love the level sequences, i think it adds some depth to the games. I wonder why the original games didnt have them that much. No time i guess as they were churning out games fast!

 

That and ROM constraints. It's one thing to have a handful of animation cells for a sprite to be used within the constrained environment of a game level (e.g., it can only move in certain directions, it can only perform certain moves or actions, etc.), and it's another thing to create enough cells and sequences to provide a wide variety of expressive actions.

 

For instance, if it takes me 8 cells to animate the tattered "feet" of the Ghost, I then need 8 more cells to provide the same animation but with a smile, and another 8 of them with an open mouth to express the laugh. Contrast this with the game-play, where I only need the original 8, sans smile and sans laugh.

 

In other words, graphics, animations, and music extraneous to the game-play are very much a luxury that the original programmers never had; one which I am absolutely grateful is at my disposal, thanks to the comparatively cheap price of ROM, and to Joe Zbiciak for his JLP 42K carts. :)

 

Below is the animation cell source for the Ghost, just to give you an idea. Each 8x16 sprite animation cell takes eight words or DECLEs in ROM. Eight of them take 64 words. That's 64 DECLEs of ROM consumed for just one sequence. There are eight sequences for the Ghost, so that's 512 words taken up by the Ghost alone--that's 1/2 of a "K"!

 

And that's just the Ghost. Now imagine the Snowman, his arms, the Elf, her hair, the fire, etc. I'm blowing through ROM like there is no tomorrow. :)

 

(On a technical note, I'm sure my approach to animation is not the best, as I'm positive it could be optimized if done in a different way. It is very wasteful and inefficient. However, doing it this way--with a distinct "sequence" for each mood, countenance, and orientation--allows me to create highly expressive animation sequences in a relatively easy way, with minimum effort. The result is, as you saw, rather effective.)

 

 

; =============================================================================
; GHOST BODY SPRITE
; =============================================================================
; NOTE:
;   Each 8x16 tile must be composed of the '.' and '#' characters, which will
;   be interpreted as 0 and 1, respectively.
;
;   Each 16-line row defines an animation sequence for a sprite.  A name for
;   each sequence can be defined as a row label by prefixing it with a double
;   at-sign "@@" followed by the name.  This label must start at the first
;   column of a line.  For example:
;
;   (First column)
;       |
;       |
;       v
;       @@Horiz
;       :0
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;       ..####..
;       ...##...
;
;
;   Only one label is permitted per row.  If more than one label is found
;   before a row, all will be discarded except the last one.
; =============================================================================
; Copyright (c) 2010-2011 DZ-Jay
; =============================================================================

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Edited by DZ-Jay
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Wow those opening sequences are just awesome. I want this game real bad. I better start saving up my money now. :cool:

:thumbsup:

Can i get a hint on about how much you think this will cost when complete? I know it's probably too early to determine and all.

 

Thanks for the kind words of encouragement. It's really too early to talk about price. The game is being produced by LTO Productions, LTD., and the price has not been set because the bill of materials is not ready.

 

-dZ.

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Wow! now this was an update!

 

I love the level sequences, i think it adds some depth to the games. I wonder why the original games didnt have them that much. No time i guess as they were churning out games fast!

 

That and ROM constraints. It's one thing to have a handful of animation cells for a sprite to be used within the constrained environment of a game level (e.g., it can only move in certain directions, it can only perform certain moves or actions, etc.), and it's another thing to create enough cells and sequences to provide a wide variety of expressive actions.

 

For instance, if it takes me 8 cells to animate the tattered "feet" of the Ghost, I then need 8 more cells to provide the same animation but with a smile, and another 8 of them with an open mouth to express the laugh. Contrast this with the game-play, where I only need the original 8, sans smile and sans laugh.

 

 

Of course, you can get clever with compression, etc. For example, I don't store full tiles for all the wheel positions on the tank in Space Patrol, for example. I just store the part that changes. For the various ghost animation frames, you only need to store the parts that change, not the fixed parts (such as the curved top).

 

That said, every minute spent being clever about data compression adds complication to the code, but doesn't add to the gameplay and it doesn't get the game out sooner. So, if you don't need to spend the time there, then it's better to spend it elsewhere.

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Wow those opening sequences are just awesome. I want this game real bad. I better start saving up my money now. :cool:

:thumbsup:

Can i get a hint on about how much you think this will cost when complete? I know it's probably too early to determine and all.

 

Thanks for the kind words of encouragement. It's really too early to talk about price. The game is being produced by LTO Productions, LTD., and the price has not been set because the bill of materials is not ready.

 

-dZ.

 

Really looking forward to this release guys, where will we be signing up to register interest? The LTO site?

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Wow! now this was an update!

 

I love the level sequences, i think it adds some depth to the games. I wonder why the original games didnt have them that much. No time i guess as they were churning out games fast!

 

That and ROM constraints. It's one thing to have a handful of animation cells for a sprite to be used within the constrained environment of a game level (e.g., it can only move in certain directions, it can only perform certain moves or actions, etc.), and it's another thing to create enough cells and sequences to provide a wide variety of expressive actions.

 

For instance, if it takes me 8 cells to animate the tattered "feet" of the Ghost, I then need 8 more cells to provide the same animation but with a smile, and another 8 of them with an open mouth to express the laugh. Contrast this with the game-play, where I only need the original 8, sans smile and sans laugh.

 

 

Of course, you can get clever with compression, etc. For example, I don't store full tiles for all the wheel positions on the tank in Space Patrol, for example. I just store the part that changes. For the various ghost animation frames, you only need to store the parts that change, not the fixed parts (such as the curved top).

 

That said, every minute spent being clever about data compression adds complication to the code, but doesn't add to the gameplay and it doesn't get the game out sooner. So, if you don't need to spend the time there, then it's better to spend it elsewhere.

 

Yes, that's one thing that I considered. As a matter of fact, that's the approach I was taking originally, when I first started the game: include only the changes for each animation. I was also trying to fit the entire game within 16K, and thus the original sprites were very frugal.

 

However, when I started making the introduction sequences a few weeks ago, and confronted with the problem anew, I decided that it would have been a lot more effort to figure out how to efficiently store the sprite animations. Especially when the scripts I prepared for them required so many expressive and emotive graphics. At that point, I decided I rather "waste" ROM and concentrate on the really important parts of the game in order to get it out the door. Consequently, I have since broken through the 16K mark.

 

In any case, the animations are effective, and I've learned quite a bit. My next game will have lots more using lots less.

 

-dZ.

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I think he said later this Fall/Holiday season?????

 

Hopefully so, But i know putting out a homebrew game is ALOT of work from what ive seen from other homebrews.

 

It is A LOT of work.

 

This is my first home-brew game and I've discovered two very important things: First, that video games in Assembly Language are not necessarily the domain of wizards and conjurers of black arts and magic--us mere mortals are able to do them. And second, that it is such a large undertaking and it takes so much work. Oh God, so much work.

 

And you know what's worse, when you have a day job. It's like, if I could only get another few weeks of vacation I could finish the game faster.

 

It'll get there, this year, I promise. Not only that, but I expect to release at least one game a year.

 

Now, where's my wand and pointy hat? ;)

 

-dZ.

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I think he said later this Fall/Holiday season?????

 

Hopefully so, But i know putting out a homebrew game is ALOT of work from what ive seen from other homebrews.

 

It is A LOT of work.

 

This is my first home-brew game and I've discovered two very important things: First, that video games in Assembly Language are not necessarily the domain of wizards and conjurers of black arts and magic--us mere mortals are able to do them. And second, that it is such a large undertaking and it takes so much work. Oh God, so much work.

 

And you know what's worse, when you have a day job. It's like, if I could only get another few weeks of vacation I could finish the game faster.

 

It'll get there, this year, I promise. Not only that, but I expect to release at least one game a year.

 

Now, where's my wand and pointy hat? ;)

 

-dZ.

 

Plus on top of programming the game you have to: put it on a board, find carts,put board in carts, make labels, design manual/box/overlays, get it all printed and put together and then ship it all out! :D

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I think he said later this Fall/Holiday season?????

 

Hopefully so, But i know putting out a homebrew game is ALOT of work from what ive seen from other homebrews.

 

It is A LOT of work.

 

This is my first home-brew game and I've discovered two very important things: First, that video games in Assembly Language are not necessarily the domain of wizards and conjurers of black arts and magic--us mere mortals are able to do them. And second, that it is such a large undertaking and it takes so much work. Oh God, so much work.

 

And you know what's worse, when you have a day job. It's like, if I could only get another few weeks of vacation I could finish the game faster.

 

It'll get there, this year, I promise. Not only that, but I expect to release at least one game a year.

 

Now, where's my wand and pointy hat? ;)

 

-dZ.

 

Plus on top of programming the game you have to: put it on a board, find carts,put board in carts, make labels, design manual/box/overlays, get it all printed and put together and then ship it all out! :D

 

Luckily, I have LTO Productions to help me with that.

 

-dZ.

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I think he said later this Fall/Holiday season?????

 

Hopefully so, But i know putting out a homebrew game is ALOT of work from what ive seen from other homebrews.

 

It is A LOT of work.

 

This is my first home-brew game and I've discovered two very important things: First, that video games in Assembly Language are not necessarily the domain of wizards and conjurers of black arts and magic--us mere mortals are able to do them. And second, that it is such a large undertaking and it takes so much work. Oh God, so much work.

 

And you know what's worse, when you have a day job. It's like, if I could only get another few weeks of vacation I could finish the game faster.

 

It'll get there, this year, I promise. Not only that, but I expect to release at least one game a year.

 

Now, where's my wand and pointy hat? ;)

 

-dZ.

 

Plus on top of programming the game you have to: put it on a board, find carts,put board in carts, make labels, design manual/box/overlays, get it all printed and put together and then ship it all out! :D

 

Luckily, I have LTO Productions to help me with that.

 

-dZ.

 

 

-dZ, do you know how/where/when we'll be expressing interest/ordering this? Is Joe doing it through the LTO website?

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-dZ, do you know how/where/when we'll be expressing interest/ordering this? Is Joe doing it through the LTO website?

 

I'll probably take care of promotion. I haven't started anything yet because I haven't finished the game, so it's a bit premature. I was waiting until I have a clearer release date. Once we can pin-point a date, I'll be preparing the promotional web sites and videos and stuff.

 

Joe will be taking care of orders through the LTO website.

 

-dZ.

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-dZ, do you know how/where/when we'll be expressing interest/ordering this? Is Joe doing it through the LTO website?

 

I'll probably take care of promotion. I haven't started anything yet because I haven't finished the game, so it's a bit premature. I was waiting until I have a clearer release date. Once we can pin-point a date, I'll be preparing the promotional web sites and videos and stuff.

 

Joe will be taking care of orders through the LTO website.

 

-dZ.

 

 

Excellent! Thanks for the response. I'd like to be officially first in line! :D Rev can be second. :)

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-dZ, do you know how/where/when we'll be expressing interest/ordering this? Is Joe doing it through the LTO website?

 

I'll probably take care of promotion. I haven't started anything yet because I haven't finished the game, so it's a bit premature. I was waiting until I have a clearer release date. Once we can pin-point a date, I'll be preparing the promotional web sites and videos and stuff.

 

Joe will be taking care of orders through the LTO website.

 

-dZ.

 

 

Excellent! Thanks for the response. I'd like to be officially first in line! :D Rev can be second. :)

 

Wow! Sure thing! I know it'll be up to Joe, but I believe the production run will be large enough to support the interest, such as it is so far.

 

By the way, I appreciate very much the interest you guys have on the game. I promise you will not be disappointed. All the feedback I received back in January regarding the single-screen demo I created originally was taken to heart. I was able to incorporate many great features that add depth to the game, without actually changing the fun, excitement, and game-play and endearing charm that everybody enjoyed back then.

 

-dZ.

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-dZ, do you know how/where/when we'll be expressing interest/ordering this? Is Joe doing it through the LTO website?

 

I'll probably take care of promotion. I haven't started anything yet because I haven't finished the game, so it's a bit premature. I was waiting until I have a clearer release date. Once we can pin-point a date, I'll be preparing the promotional web sites and videos and stuff.

 

Joe will be taking care of orders through the LTO website.

 

-dZ.

 

 

Excellent! Thanks for the response. I'd like to be officially first in line! :D Rev can be second. :)

 

Yes, i am number 2....

 

Austin-Powers-Number-2-austin-powers-24335442-800-600.jpg

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  • 1 month later...

For those following the progress of this game, I know I'm a bit behind schedule for I promised a release some time ago, but I'm working hard to finish and polish the game, and it's coming along nicely. Good things come to those who wait, as they say, so great things must come to those who wait even longer! :)

 

Anyway, I wanted to post this test video showing the "Practice Mode" selection menu in which you get to pick a level to play and hone your skills on. It's kind of like a "mini-game" mode as opposed to the normal "adventure mode," in which you progress throughout all the levels.

 

post-27318-0-91488400-1319315507_thumb.gif

 

Moving left and right will scroll through the various level screens, and moving up and down will glide a cursor over the difficulty ranks. The video shows the scrolling in action.

 

Enjoy!

 

-dZ.

 

Menu Test.mov

Edited by DZ-Jay
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