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Ghosts 'n Goblins and Night Knight new games


Philsan

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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!

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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.

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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.

 

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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.

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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.

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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?

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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.

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  • 1 month later...

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 by Giles N
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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

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