+cmart604 Posted November 9, 2015 Share Posted November 9, 2015 Holy crap! Why so few screens? ???? 2 Quote Link to comment Share on other sites More sharing options...
m-crew Posted November 9, 2015 Share Posted November 9, 2015 Looking great!!!!!!!!! 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 9, 2015 Author Share Posted November 9, 2015 Thanks guys for the sweet comments! The game have a total of exactly 100 different screens The premise is you've been captured by a tribe during your adventure and have been made prisoner You've to escape from their temple without having any weapons/defense But you'll have to find at least 100 diamonds to open the sacred door to freedom 6 Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted November 10, 2015 Share Posted November 10, 2015 Very cool, can't wait Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 10, 2015 Author Share Posted November 10, 2015 Here's the Titlescreen 8 Quote Link to comment Share on other sites More sharing options...
JasonlikesINTV Posted November 10, 2015 Share Posted November 10, 2015 (edited) I tried pressing the button, but nothing happened Also, couldn't help but notice....2015? Edited November 10, 2015 by JasonlikesINTV 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 10, 2015 Author Share Posted November 10, 2015 I tried pressing the button, but nothing happened Also, couldn't help but notice....2015? Yeah, I'm confident to get the game released by the end of the year But I'm not gonna rush the development either So it can be possible it only get release early next year 2 Quote Link to comment Share on other sites More sharing options...
JasonlikesINTV Posted November 10, 2015 Share Posted November 10, 2015 As cool as it looks, I'm in no hurry and would prefer a delayed yet more polished release. Quote Link to comment Share on other sites More sharing options...
mr_intv Posted November 10, 2015 Share Posted November 10, 2015 Wow I'm super excited about this release. Fantastic stuff! Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 11, 2015 Author Share Posted November 11, 2015 As cool as it looks, I'm in no hurry and would prefer a delayed yet more polished release. Yep, exactly I'm actually polishing the game now, there's not much left to do though as I already pushed the graphics to INtv' limitations to be honest Now, I'm wondering if I should try to make a few cutscenes..... 1 Quote Link to comment Share on other sites More sharing options...
atari5200dude82 Posted November 11, 2015 Share Posted November 11, 2015 Wow, thts very cool and awesome. I will take a copy as well. Looks cool. Quote Link to comment Share on other sites More sharing options...
JasonlikesINTV Posted November 11, 2015 Share Posted November 11, 2015 Yes, cut scenes 1 Quote Link to comment Share on other sites More sharing options...
SiLic0ne t0aD Posted November 11, 2015 Share Posted November 11, 2015 Bring on the cut scenes ! :-) Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted November 11, 2015 Share Posted November 11, 2015 Here's the Titlescreen Wow! I don't think we've seen anything like that on the Inty. Very sweet. Quote Link to comment Share on other sites More sharing options...
Fushek Posted November 11, 2015 Share Posted November 11, 2015 Yes, cut scenes THIS! Adds to the story of the game! Make it so! Quote Link to comment Share on other sites More sharing options...
+KylJoy Posted November 11, 2015 Share Posted November 11, 2015 I love cut-scenes. Not sure why. They were always something that made me want to play better to get to see the next one. 3 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 11, 2015 Share Posted November 11, 2015 I love cut-scenes. Not sure why. They were always something that made me want to play better to get to see the next one. I think that's the point. To me they were always the "prize" you got for advancing through the game. This was especially true in arcade games, since they game-play is otherwise devoid of any story or depth. 4 Quote Link to comment Share on other sites More sharing options...
freewheel Posted November 11, 2015 Share Posted November 11, 2015 I think that's the point. To me they were always the "prize" you got for advancing through the game. This was especially true in arcade games, since they game-play is otherwise devoid of any story or depth. Bingo. Avid gamblers know these as "bonuses" in video slots. It's actually why I play them. They have a very similar risk-reward curve to early arcade games. A lot more expensive to play, mind you. Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 11, 2015 Author Share Posted November 11, 2015 I've just completed the very first cutscreen wich will be used for the intro story 3 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted November 11, 2015 Share Posted November 11, 2015 Now, I'm wondering if I should try to make a few cutscenes..... Cut scenes are very time consuming to code if they are complex. This one from Rocketeer took well over 50 hours of coding time alone :- <---- click to animate The intro sequence and cut scenes in my version of Hover Bovver took quite a few 10s of hours too :- From what DZ-Jay has said about "Carol vs" he took the approach of a scripted animation engine for the ones in his game. With hindsight, I should have gone down that route instead of doing it the brute force way. 3 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 11, 2015 Author Share Posted November 11, 2015 Cut scenes are very time consuming to code if they are complex. This one from Rocketeer took well over 50 hours of coding time alone :- Rocketeer_game_intro_06_07_14.gif <---- click to animate The intro sequence and cut scenes in my version of Hover Bovver took quite a few 10s of hours too :- From what DZ-Jay has said about "Carol vs" he took the approach of a scripted animation engine for the ones in his game. With hindsight, I should have gone down that route instead of doing it the brute force way. Geez!!! Now, that's ALOT of coding for sure! Looks awesome! Mine is a simple static screen the game will already be big enough I guess 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted November 11, 2015 Share Posted November 11, 2015 Geez!!! Now, that's ALOT of coding for sure! Looks awesome! Thanks for the compliment. They were fun to do because the player will see them plenty of times when they play the games. Mine is a simple static screen the game will already be big enough I guess Even animated static screens are pretty neat too. I think a comic style intro sequence would work well on an adventure/exploring game such as.Sacred Tribe. 2 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 11, 2015 Share Posted November 11, 2015 (edited) From what DZ-Jay has said about "Carol vs" he took the approach of a scripted animation engine for the ones in his game. With hindsight, I should have gone down that route instead of doing it the brute force way. Yup, I created a scripting engine I called "Auto-Pilot" which operates on each sprite, giving them the ability to move autonomously, following a pre-determined script. Originally, the intention was to move a sprite from one side to the other, pause, then move out (like the first few cut-scenes in Christmas Carol). It turned out to be so flexible, that it was very easy to extend the engine to support additional commands. One problem I encountered was precisely that it was intended to operate on sprites. In a sense, using it for cut-scenes was actually a "hack." However, once I added commands for "Gosub" (call another script and continue when done), "Delay" (to wait an arbitrary number of milliseconds), "Exec" (to execute an external procedure and return when it's done), and "ExecDelay" (to wait some time before executing an external procedure); it gave me the ability to do absolutely anything! Scripts are defined as a table with a series of command calls. Each entry has a command followed by two optional arguments. I typically include all the individual sprite's scripts for a single cut-scene within the same script file. However, each one is executed asynchronously, and triggered independently. Here's a very simple script for the first cut-scene. It sets the elf speed to 27 FPS and moves it to screen column 19 (the right edge of the scene). At the end, it calls the routine "ElfEnd," which essentially triggers the Ghost's script. The Ghost then becomes visible (he was hiding in screen column 1 all along), sets its speed to 42 FPS, and moves it to screen column 11 (about the center of the screen); where it stops, looks around, faces to the right, and moves out of the screen (column 19) at an accelerated pace. ; =================================================================== APS_ISEQ_1 PROC ; +---------------------------+-----------------------+-------------------+ ; | Command: | Param1: | Param2: | ; +---------------------------+-----------------------+-------------------+ @@Elf: DECLE AP_CMD.SetSpeed, FPS_RATE(27), AP_NONE DECLE AP_CMD.MoveToX, SCREEN_X(19), AP_NONE ; End of script. DECLE AP_CMD.StopDisable, INTRO_SEQ_1.ElfEnd, AP_NONE ; +---------------------------+-----------------------+-------------------+ ; | Command: | Param1: | Param2: | ; +---------------------------+-----------------------+-------------------+ @@Ghost: DECLE AP_CMD.SetVisib, AP_SHOW, AP_NONE DECLE AP_CMD.SetSpeed, FPS_RATE(42), AP_NONE DECLE AP_CMD.MoveToX, SCREEN_X(11), AP_NONE DECLE AP_CMD.Delay, F_MSECS(350), AP_NONE DECLE AP_CMD.Gosub, APS_GHOST.LookAround, AP_NONE DECLE AP_CMD.SetDirWait, SPR_DIR.Right, F_MSECS(500) DECLE AP_CMD.SetSpeed, FPS_RATE(48), AP_NONE DECLE AP_CMD.MoveToX, SCREEN_X(19), AP_NONE DECLE AP_CMD.Delay, F_MSECS(500), AP_NONE ; The End. DECLE AP_CMD.Stop, SEQ_DONE.Intro, AP_NONE ENDP ; =================================================================== The end result is the introduction of the sprites, first the Elf walks through, then the Ghost comes in, stops, looks, and leaves. The end. <-- Click to Animate Here's a more elaborate and complex one for the final cut-scene introducing the "Boss". Notice the use (or abuse!) of "ExecDelay." It basically turns the "sprite-oriented" scripting engine into a "wait-and-exec" script which calls many small functions to handle scenery and sprite interactions. ; =================================================================== APS_ISEQ_8 PROC ; +---------------------------+-----------------------+-------------------+ ; | Command: | Param1: | Param2: | ; +---------------------------+-----------------------+-------------------+ @@Ghost: DECLE AP_CMD.Delay, F_MSECS(250), AP_NONE DECLE AP_CMD.SetVisib, AP_SHOW, AP_NONE ; Enters stage and stops. DECLE AP_CMD.SetSpeed, FPS_RATE(22), AP_NONE DECLE AP_CMD.MoveToX, SCREEN_X(16), AP_NONE ; Sees presents and blinks... DECLE AP_CMD.Delay, F_MSECS(600), AP_NONE DECLE AP_CMD.ExecDelay, SEQ_GHOST.BlinkLook, F_ANIM(9, GHOST_INFO.BlinkLook, 1) DECLE AP_CMD.Exec, SEQ_GHOST.Reset, AP_NONE ; ...jumps in surprise and smiles! DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.GhostJump, F_MSECS( 125) DECLE AP_CMD.ExecDelay, SEQ_GHOST.SmileLook, F_MSECS( 650) DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.GhostDrop, F_MSECS( 75) ; Runs happily towards presents... DECLE AP_CMD.SetSpeed, FPS_RATE(100), AP_NONE DECLE AP_CMD.MoveToX, SCREEN_X(9), AP_NONE ; ...and halts suddenly when he notices trap above. DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.TrapDrop, F_MSECS( 300) DECLE AP_CMD.Exec, SEQ_GHOST.Reset, AP_NONE DECLE AP_CMD.SetDirWait, SPR_DIR.Up, F_MSECS( 750) ; Stares at trap quizzically... DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.GhostWhat, F_MSECS(1500) ; ...and frowns DECLE AP_CMD.ExecDelay, SEQ_GHOST.Stare, F_MSECS( 150) DECLE AP_CMD.ExecDelay, SEQ_GHOST.Frown, F_MSECS( 825) DECLE AP_CMD.Exec, SEQ_GHOST.Clench, AP_NONE ; End of script. DECLE AP_CMD.StopDisable, AP_NULL, AP_NONE ; +---------------------------+-----------------------+-------------------+ ; | Command: | Param1: | Param2: | ; +---------------------------+-----------------------+-------------------+ @@TrappedGhost: DECLE AP_CMD.SetVisib, AP_HIDE, MOB.mTrap DECLE AP_CMD.SetVisib, AP_SHOW, AP_NONE DECLE AP_CMD.Delay, F_MSECS(225), AP_NONE DECLE AP_CMD.ExecDelay, SEQ_TRAP.Stare, F_MSECS( 550) ; Trapped Ghost looks around confusedly... DECLE AP_CMD.SetDir, SPR_DIR.Left, AP_NONE DECLE AP_CMD.ExecDelay, SEQ_TRAP.Look, F_MSECS( 400) DECLE AP_CMD.SetDirWait, SPR_DIR.Right, F_MSECS( 750) DECLE AP_CMD.SetDirWait, SPR_DIR.Left, F_MSECS( 800) ; ...then stares blankly and blinks. DECLE AP_CMD.ExecDelay, SEQ_TRAP.Stare, F_MSECS( 500) DECLE AP_CMD.Gosub, APS_TRAP.Blink, F_MSECS( 375) ; Kick off Bad Toy sequence and wait DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.BadToyGo, F_MSECS( 500) ; Trapped Ghost looks at Bad Toy DECLE AP_CMD.ExecDelay, SEQ_TRAP.Look, F_MSECS( 250) ; ...and panics! DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.TrapShock, F_MSECS( 400) DECLE AP_CMD.ExecDelay, SEQ_TRAP.Look, F_MSECS( 275) ; Trapped Ghost looks around in despair... DECLE AP_CMD.Gosub, APS_TRAP.Despair, AP_NONE ; Trapped Ghost shakes trying to break out! DECLE AP_CMD.ExecDelay, SEQ_TRAP.Clench, F_MSECS( 75) DECLE AP_CMD.ClearFlag, SPR_FLAG.FlipAdj, AP_NONE DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.TrapShake, F_MSECS( 430) DECLE AP_CMD.SetFlag, SPR_FLAG.FlipAdj, AP_NONE DECLE AP_CMD.ExecDelay, SEQ_TRAP.Stare, F_MSECS( 350) ; ...and stares at the Bad Toy. DECLE AP_CMD.ExecDelay, SEQ_TRAP.Look, F_MSECS( 750) ; Trapped Ghost stares blankly and blinks... DECLE AP_CMD.Gosub, APS_TRAP.Blink, F_MSECS( 275) ; Trapped Ghost hears the Snowman coming and looks his way... DECLE AP_CMD.SetDir, SPR_DIR.Right, AP_NONE DECLE AP_CMD.ExecDelay, SEQ_TRAP.Look, F_MSECS( 975) ; ...then notices Bad Toy moving and tracks him. DECLE AP_CMD.SetDir, SPR_DIR.Left, AP_NONE DECLE AP_CMD.ExecDelay, SEQ_TRAP.Stare, F_MSECS( 75) DECLE AP_CMD.ExecDelay, SEQ_TRAP.Look, F_MSECS( 250) DECLE AP_CMD.ExecDelay, SEQ_TRAP.Stare, F_MSECS( 500) ; Trapped Ghost looks at Snowman DECLE AP_CMD.SetDir, SPR_DIR.Right, AP_NONE DECLE AP_CMD.ExecDelay, SEQ_TRAP.Look, F_MSECS(1000) ; End of script. DECLE AP_CMD.StopDisable, AP_NULL, AP_NONE ; +---------------------------+-----------------------+-------------------+ ; | Command: | Param1: | Param2: | ; +---------------------------+-----------------------+-------------------+ @@Snowman: DECLE AP_CMD.SetSpeed, FPS_RATE(22), AP_NONE ; Enter stage right DECLE AP_CMD.SetVisib, AP_SHOW, MOB.mSnoArmL DECLE AP_CMD.MoveToX, SCREEN_X(18), AP_NONE DECLE AP_CMD.SetVisib, AP_SHOW, MOB.mElfHair DECLE AP_CMD.SetVisib, AP_SHOW, MOB.mSnowman ; Moves to center-right stage... DECLE AP_CMD.MoveToX, SCREEN_X(13) + 3, AP_NONE DECLE AP_CMD.Delay, F_MSECS(25), AP_NONE DECLE AP_CMD.ClearFlag, SPR_FLAG.Animate, AP_NONE DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.SnoStop, F_MSECS( 675) ; ...and stares at Trapped Ghost and Bad Toy... DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.SnoLook, F_MSECS( 675) ; ...then reels in shock! SHOCK! at the scene of the crime. DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.SnoShock, F_MSECS( 475) ; Snowman is zapped by Bad Toy and melts. DECLE AP_CMD.SetFlag, SPR_FLAG.Animate, AP_NONE DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.SnoMelt, F_ANIM(15, SNOWMAN_INFO.Melt, 1) DECLE AP_CMD.ClearFlag, SPR_FLAG.Animate, AP_NONE ; Melted Snowman reconstitutes into Snowball! DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.SnoRebuild, F_MSECS(1500) ; Snowball rolls away to escape from Bad Toy! DECLE AP_CMD.Gosub, APS_SNOWBALL.Escape, AP_NONE DECLE AP_CMD.SetVisib, AP_HIDE, AP_NONE ; End of script. DECLE AP_CMD.StopDisable, AP_NULL, AP_NONE ; +---------------------------+-----------------------+-------------------+ ; | Command: | Param1: | Param2: | ; +---------------------------+-----------------------+-------------------+ @@BadToy: DECLE AP_CMD.SetVisib, AP_SHOW, MOB.mBadToy DECLE AP_CMD.SetVisib, AP_SHOW, MOB.mBlites ; Bad Toy moves to meet the trapped Ghost DECLE AP_CMD.SetSpeed, FPS_RATE(16), AP_NONE DECLE AP_CMD.MoveToX, SCREEN_X(7) + 6, AP_NONE DECLE AP_CMD.ExecDelay, SEQ_BADTOY.Stop, F_MSECS(2850) ; Kick off Snowman sequence DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.SnowmanGo, F_MSECS(2600) ; Bad Toy moves to meet the Snowman DECLE AP_CMD.SetSpeed, FPS_RATE(18), AP_NONE DECLE AP_CMD.MoveToX, SCREEN_X(11) + 1, AP_NONE DECLE AP_CMD.ExecDelay, SEQ_BADTOY.Stop, F_MSECS( 475) ; After a while, it shoots the Snowman! DECLE AP_CMD.ExecWait, SEQ_ZAP_SNOWMAN, BYTE_PK(4, 7) DECLE AP_CMD.Delay, F_MSECS(2250), AP_NONE DECLE AP_CMD.ExecDelay, SEQ_BADTOY.PowerOn, F_MSECS(1500) ; Blank the screen, zooming in on the Bad Toy DECLE AP_CMD.ExecWait, INTRO_SEQ_8.ZoomIn, AP_NONE DECLE AP_CMD.Delay, F_MSECS(250), AP_NONE ; Bad Toy dreams of Carol...? DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.TauntElf, F_MSECS(2000) ; NO! He wants her DEAD! DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.TauntCross, F_MSECS(1000) DECLE AP_CMD.ExecDelay, INTRO_SEQ_8.TauntChord, F_MSECS(2500) ; The End DECLE AP_CMD.Stop, SEQ_DONE.Intro, INTRO_SEQ_8.CleanUp ENDP http://www.CarolVsGhost.com/videos/Seq%238.mov Besides the "Auto-Pilot" scripting engine, there is also an entire infrastructure dedicated to supporting the cut-scenes in Christmas Carol. It includes routines that automatically handle background tasks that add to the polish of the final game. For example, one such routines randomly picks a horizontal position in the stage in which to animate a falling droplet from the roof. It executes after a randomly chosen delay, and it randomly picks between two or three different animation sequences. The final effect is that of droplets randomly falling from the roof, at varying intervals. Another one is the automatic "gate cover" on the edges of the scene. There are "ice cube" blocks at the edges of the scene, but they are transparent. The sprites enter and leave the scene by coming out and going into these blocks, but since they are transparent, the transition looks awkward. My solution was to dedicate a single MOB of high priority to "cover" the blocks. However, I didn't want to be bothered with the direction the sprites were moving and keeping track which block needs to be covered at any time, so I built a routine that automatically detects the closest moving sprite to a wall, and relocates the "cover" accordingly. The limitation is that only one sprite can go in or out of the scene at a give time, but in practice this was not really a problem. Here's a test of how it works: Notice that the default location is on the left block, but that a change is triggered whenever a sprite gets close to one of the edges. Again, this is all automatic, and happens during the introduction sequence engine without having to explicitly invoke it. Of course, if I were to do this again (and I will!), there are many things I would change to make it easier and more intuitive. However, as my game attest, it was very effective. -dZ. Edited November 11, 2015 by DZ-Jay 3 Quote Link to comment Share on other sites More sharing options...
SiLic0ne t0aD Posted November 11, 2015 Share Posted November 11, 2015 OT: Is there any way we can get an mp3 of some of those Carol sound effects? I'd like to make a new ring tone and text message alert sounds.. The sound effect when it says "Ready? Go!" would be a cool text notification. The whoosh sound reminds me of an 8bit equivalent of similar sounds in Zombies Ate My Neighbors on Genesis Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 11, 2015 Share Posted November 11, 2015 OT: Is there any way we can get an mp3 of some of those Carol sound effects? I'd like to make a new ring tone and text message alert sounds.. The sound effect when it says "Ready? Go!" would be a cool text notification. The whoosh sound reminds me of an 8bit equivalent of similar sounds in Zombies Ate My Neighbors on Genesis You can find a lot of them here, including the "whoosh!" sound fx: http://www.carolvsghost.com/pg_history.html Please keep in mind that these are made available for personal use, and not for re-distribution. Quote Link to comment Share on other sites More sharing options...
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