+mksmith Posted December 6, 2021 Share Posted December 6, 2021 59 minutes ago, ZeroPage Homebrew said: Nice, thanks so much Matt! Unfortunately it looks like you have to have to press the jump button to start climbing the ladder, once you're on the ladder the up and down controls seems to work well. - James Arr! Sorry all will update shortly! 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted December 6, 2021 Share Posted December 6, 2021 Hi all, Apologies for the jumping/button issue for ladders - fix attached! ghostsngoblins.a78 Play ONLINE (thanks @raz0red) 13 3 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted December 6, 2021 Share Posted December 6, 2021 So far, this is a solid conversion. While the music hasn't been implemented, I decided to listen to Sentient by xenith800. 1 Quote Link to comment Share on other sites More sharing options...
Bratwurst Posted December 6, 2021 Share Posted December 6, 2021 This is fantastic. Wanted to mention that I fell through the moving platform twice trying to jump on it as it was coming towards me, but I was able to consistently land on it while it was moving away from me. I don't think this was a case of missing the platform by trying to land too close to its edge, I went right through the middle of the thing. Not sure if this is related to playing it on the web-browser based emulator because I have not had a chance to load it on real hardware yet. 2 Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted December 6, 2021 Share Posted December 6, 2021 3 hours ago, Bratwurst said: This is fantastic. Wanted to mention that I fell through the moving platform twice trying to jump on it as it was coming towards me, but I was able to consistently land on it while it was moving away from me. I don't think this was a case of missing the platform by trying to land too close to its edge, I went right through the middle of the thing. Not sure if this is related to playing it on the web-browser based emulator because I have not had a chance to load it on real hardware yet. During the ZPH stream Tanya was having the same issue. Seems the best way to get onto the platform is to just simple walk off the edge onto it when it gets there. That is what I was doing last night when playing it and I was able to land on the platform without issue just doing that. Quote Link to comment Share on other sites More sharing options...
BIGHMW Posted December 6, 2021 Share Posted December 6, 2021 When do we get our shot at Night Knight? 1 1 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted December 6, 2021 Share Posted December 6, 2021 38 minutes ago, BIGHMW said: When do we get our shot at Night Knight? When the author decides he wants to release a demo I would expect... 2 1 Quote Link to comment Share on other sites More sharing options...
Jinks Posted December 6, 2021 Share Posted December 6, 2021 Probably good with the 1st level. Maybe buy a cart now as I suck so bad will never see any other part of the game. ? 1 4 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted December 6, 2021 Share Posted December 6, 2021 3 hours ago, BIGHMW said: When do we get our shot at Night Knight? I will release that one soonish! I'm wanting to make some further adjustments to the sprites and platform detection first. Will be the first 10 levels initially as I build it out further. 5 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted December 6, 2021 Share Posted December 6, 2021 On 12/6/2021 at 10:20 PM, Bratwurst said: This is fantastic. Wanted to mention that I fell through the moving platform twice trying to jump on it as it was coming towards me, but I was able to consistently land on it while it was moving away from me. I don't think this was a case of missing the platform by trying to land too close to its edge, I went right through the middle of the thing. Not sure if this is related to playing it on the web-browser based emulator because I have not had a chance to load it on real hardware yet. On 12/7/2021 at 1:54 AM, -^CrossBow^- said: During the ZPH stream Tanya was having the same issue. Seems the best way to get onto the platform is to just simple walk off the edge onto it when it gets there. That is what I was doing last night when playing it and I was able to land on the platform without issue just doing that. Yeah it does seem it bit hit and miss but I hadn't really got round to tuning the collision area yet (most collisions included). I added that near the end of the stretch of initial development. 4 Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted December 7, 2021 Share Posted December 7, 2021 That GnG looks really nice, I have to try it. 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted December 8, 2021 Author Share Posted December 8, 2021 On 12/6/2021 at 1:40 AM, mksmith said: Hi all, Apologies for the jumping/button issue for ladders - fix attached! ghostsngoblins.a78 128.13 kB · 68 downloads Play ONLINE (thanks @raz0red) Thanks! Compared to my real PAL hardware, online colors are wrong. Perhaps because of PAL/NTSC palettes? 1 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted December 8, 2021 Share Posted December 8, 2021 13 hours ago, Philsan said: Compared to my real PAL hardware, online colors are wrong. Perhaps because of PAL/NTSC palettes? The colors will appear different between a traditional (CRT) and modern (I.E. LCD) display with original console hardware. Currently, much of the background coloring is leveraging, under NTSC, the Hue $1x range, specifically Hue $13. Under a CRT, the NTSC Hue $1x range appears, as intended, in the gold family, including brown on the darker end. However, under an LCD (or other modern display types), the NTSC Hue $1x range appears green/chartreuse. For PAL, the Hue $2x range exhibits the same behavior. Currently, it is leveraging PAL Hue $23, which experiences the same color effect dependent on whether being viewed from a CRT or LCD. Emulators tend to leverage CRT color palettes. For the MiSTer FPGA, the default is CRT color simulation, but LCD colors can be leveraged using the available external palette files. 5 2 Quote Link to comment Share on other sites More sharing options...
Mayhem Posted December 8, 2021 Share Posted December 8, 2021 Interesting port time! As I playtested the first and played the second a lot recently as there was a C64 port of Night Knight too. 1 Quote Link to comment Share on other sites More sharing options...
+Pac-Lander Posted December 9, 2021 Share Posted December 9, 2021 This is fantastic! Excellent work Matt! Quote Link to comment Share on other sites More sharing options...
gambler172 Posted December 10, 2021 Share Posted December 10, 2021 Works much better with the jump button ? 4 Quote Link to comment Share on other sites More sharing options...
envytomdead2 Posted January 11, 2022 Share Posted January 11, 2022 Gave Ghosts N Goblins a spin with my Dragonfly. I didn't get far but what I have seen so far is awesome. 3 Quote Link to comment Share on other sites More sharing options...
Silver Back Posted January 11, 2022 Share Posted January 11, 2022 I would agree, the work they’ve put in to this point is incredible. 3 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted January 12, 2022 Share Posted January 12, 2022 Thanks! Been a fun project so far pushing a few boundaries for my code development. Still more can be done to advance this along eventually! 7 Quote Link to comment Share on other sites More sharing options...
Giles N Posted January 14, 2022 Share Posted January 14, 2022 (edited) some suggestions… (… only some thoughts …) So, should it be it be called (unless it will just plainly go with original GnG-title which should be the better option if realistic and sustainable as to retro-gaming-contexts) But as to good old-scool-sounding titles… - Knight Beyond Nights - Wraiths N Werewolves - Village of the Undead Haunted Village Haunts N Hobgoblins spooks N spectres Fantasms N Vampires Hobgoblins N Hags Fantasms N Fiends Phantom Village Haunts N Horrors Your suggestion… if it csnnot just be given off as GnG… (… which, hey it should be… on some place didtributing physical carts… , just my view, …) Edited January 14, 2022 by Giles N 4 Quote Link to comment Share on other sites More sharing options...
Giles N Posted January 14, 2022 Share Posted January 14, 2022 I hope ‘sound n’ music’-developement will go well… 1 1 Quote Link to comment Share on other sites More sharing options...
roots.genoa Posted January 15, 2022 Share Posted January 15, 2022 I hope your "ideas 'n suggestions" won't fall on deaf ears! 1 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted January 15, 2022 Share Posted January 15, 2022 Thanks for the suggestions ? 2 Quote Link to comment Share on other sites More sharing options...
+SmittyB Posted January 15, 2022 Share Posted January 15, 2022 On 1/14/2022 at 9:30 PM, Giles N said: But as to good old-scool-sounding titles… I've always thought Capcom should have continued the naming pattern for the sequels; Ghosts 'n' Goblins Ghouls 'n' Ghosts Grotesques 'n' Ghouls Gremlins 'n' Grotesques Grindylows 'n' Gremlins etc 2 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted January 15, 2022 Share Posted January 15, 2022 I started a 2600 demake years ago that I was calling "Spooks 'n Spectors" 4 Quote Link to comment Share on other sites More sharing options...
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