Popular Post popmilo Posted February 5 Popular Post Share Posted February 5 (edited) Well, d-day is here First public release of the playable demo level of "Tony - born for adventure" is here I'm proud to present to you this game we've been making during last year. Think we've done a good job, and it all started by great design and gfx that Rafal created. When I saw awesome monochrome pyramids, jungle and Indy like player character I just got to get involved After making a proof of concept bitmap soft sprite engine there was no real obstacles left, we just didn't knew how much time it will take. Well, now the waiting is over, game engine is pretty robust, entire gameplay including title screen etc fit into single load, so the rest of levels will be much easier to produce. Big thanks to Rafal Dudek, Michal Brzezicki, Maciej Malecki, Marcin Nowak, Jacek Malik, Bocianu and all the others whom I can't remember right now. Here's small video of me playing it, hope you'll have as much fun as I did while playing it for thousand times during development Game files in attachment. V3 added fire button for skipping demo parts and fixed music. V4 - fixed wrong info in file header that caused problems with loading. V5 - fixed Tony gfx error when he's climbing on ladders V6 - fixed dying when jumping over screen edge on spikes. V7 - fixed leftover pixels when Skull dissapears (couldn't reproduce bug on other enemies). Added fade out, fade in transitions. Added skip with "START" key. V8 - fixed leftover pixels on bats moving in complex paths. V9 - REALLY fixed leftover pixels on bats moving in complex paths tony v9.xex tony v9.atr Please let me know if you find any serious bugs or issues with gameplay. Be gentle as it is the first version released And of course if anybody is interested about tech used, details about code, feel free to ask. Cheers! Vladimir Edited February 11 by popmilo Updated game files. 47 9 Quote Link to comment Share on other sites More sharing options...
ggn Posted February 5 Share Posted February 5 This is spot on! Well done @popmilo, @RafalDudek and the rest of the team. I always appreciate 50 FPS action, so this gets top marks from me :). I know from experience that making a full game takes a lot of time and effort, so I hope you keep up the momentum and make it to the finish line! 2 Quote Link to comment Share on other sites More sharing options...
Krystone Posted February 5 Share Posted February 5 Beautiful! 7 1 Quote Link to comment Share on other sites More sharing options...
Krystone Posted February 5 Share Posted February 5 One comment right away: Please assume the user doesn't have the keyboard to start the game... Only joystick. I will explain later if it needs to be explained. 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted February 5 Share Posted February 5 Can't wait to play tonight, thanks! Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 5 Author Share Posted February 5 (edited) 45 minutes ago, Krystone said: One comment right away: Please assume the user doesn't have the keyboard to start the game... Only joystick. I will explain later if it needs to be explained. I know about it Forgive my c64 bias Gonna add that right away Here are new files with added "press fire to skip title screen or story text". tony.xex tony.atr Edited February 5 by popmilo Added new files. 7 2 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted February 5 Share Posted February 5 Omg!! Soon as I finish work I am booting this up on Altirra!! Cool!!! 😍 1 Quote Link to comment Share on other sites More sharing options...
pseudografx Posted February 5 Share Posted February 5 Spoiler Nice and plays well. Great graphics, music player still needs a fix. 1 Quote Link to comment Share on other sites More sharing options...
RafalDudek Posted February 5 Share Posted February 5 if you want to change the color tone - press the space bar during the game, infinite lives, press the space bar twice, when the little heart is white, you have an infinite number of lives 3 2 Quote Link to comment Share on other sites More sharing options...
FifthPlayer Posted February 5 Share Posted February 5 The soft-sprite animation is marvelous - smooth movement, no flickering, tearing, or clash with background or other onscreen objects. Very well done! 3 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 5 Author Share Posted February 5 4 minutes ago, pseudografx said: Reveal hidden contents Nice and plays well. Great graphics, music player still needs a fix. As rmt uses lots of cpu time and has crazy memory layout i've used lzss. I've followed existing lzss examples, it kinda works, I can't hear much difference from playing it in Rmt. Need to add fx on 4th channel, will be in full game. If I find bugs in player I'll fix it of course Quote Link to comment Share on other sites More sharing options...
Krystone Posted February 5 Share Posted February 5 Quote Here are new files with added "press fire to skip title screen or story text" Good, but not great 🙂Please add debounce now... When you press fire on the title screen, if you hold it for too long, it would skip the story screen. Also, instead of space bar, please use Atari Console keys for any needed key input. You can leave the space bar as is, but the game also "needs" to support OPTION or SELECT buttons. Again, I can explain why if asked. Also, while loading a small loader would make this prettier on real hardware especially when BASIC and ROM are switched off earlier. Overall, this is such an amazing title that I would hate for it to have these small imperfections. I am testing on a real Atari on a CRT, btw. Quote Link to comment Share on other sites More sharing options...
pseudografx Posted February 5 Share Posted February 5 32 minutes ago, popmilo said: As rmt uses lots of cpu time and has crazy memory layout i've used lzss. I've followed existing lzss examples, it kinda works, I can't hear much difference from playing it in Rmt. Need to add fx on 4th channel, will be in full game. If I find bugs in player I'll fix it of course I think there's a wrong note table for one of the instruments (the sharp-sounding one). 4 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted February 5 Share Posted February 5 (edited) Wow, fantastic. Seriously high quality. Love the look, feel, and animation. Very fluid. Even at this early stage it already looks like it will prove challenging and have longevity as a platfomer. Music is great and really adds to gameplay. (Edit: as mentioned by PG above I can hear a slightly out of tune background note - just had the volume up higher and noticed) I am sure i'll provide some constructive feedback the more I play, but already at this earlish stage it's looking excellent. Also, for the motivation of the coders, I would gently urge people to provide constructive feedback and also recognise that it's an early beta and I'd imagine all such feedback will be welcomed and taken into account. We all know what happened with the PoP thread whilst that amazing port was being developed, which is the only reason I am saying this. Kudos to all involved. This is going to be a great platformer. Edited February 5 by Beeblebrox 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 5 Author Share Posted February 5 32 minutes ago, Krystone said: Good, but not great 🙂Please add debounce now... When you press fire on the title screen, if you hold it for too long, it would skip the story screen. Also, instead of space bar, please use Atari Console keys for any needed key input. You can leave the space bar as is, but the game also "needs" to support OPTION or SELECT buttons. Again, I can explain why if asked. Also, while loading a small loader would make this prettier on real hardware especially when BASIC and ROM are switched off earlier. Overall, this is such an amazing title that I would hate for it to have these small imperfections. I am testing on a real Atari on a CRT, btw. Yeah I understand most of what you're talking about Promise I'll use atari standard keys for such interactions in final product. Demo is kind of a hack, everything is squeezed in memory held down by cruncher and depacker making it possible to fit in single 40k file. Final game will be disk based and have proper loader as game will have many parts similar to c64 version. 15 minutes ago, pseudografx said: I think there's a wrong note table for one of the instruments (the sharp-sounding one). I don't even know what that means Could be some freak error in rmt -> export as lzss compressed stream, or some mistake in my player routine I copied from somewhere on net... 1 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted February 5 Share Posted February 5 (edited) It's strange playing it in NTSC format, but I presume you already know that. It's really well done so far, I have no issues with the controls and it's reasonably challenging what little I've played. Great job! Edited February 5 by rdefabri 1 Quote Link to comment Share on other sites More sharing options...
Poison Posted February 5 Share Posted February 5 The game is absolutely awesome and thanks a lot for that! But sometimes the music sounds like it was made by Emkay isn't there a bug ? 6 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 5 Author Share Posted February 5 51 minutes ago, rdefabri said: It's strange playing it in NTSC format, but I presume you already know that. It's really well done so far, I have no issues with the controls and it's reasonably challenging what little I've played. Great job! Ufff.... I was testing ntsc regularly first couple months of development Must admit that after that I forgot to test it even once Sorry if it skips a frame here and there, or if music sounds weird... I'll try to make final game playable in ntsc land too. 1 1 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted February 5 Share Posted February 5 17 minutes ago, popmilo said: Ufff.... I was testing ntsc regularly first couple months of development Must admit that after that I forgot to test it even once Sorry if it skips a frame here and there, or if music sounds weird... I'll try to make final game playable in ntsc land too. Didn't notice skipped frames, only that Tony jumped like he was in slow motion. Music sounded fine, but didn't play it long enough. I can try more if that helps? Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 5 Share Posted February 5 26 minutes ago, rdefabri said: Didn't notice skipped frames Try watching what happens to the animation sequence when you go up or down the ladders on NTSC. Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted February 5 Share Posted February 5 1 hour ago, Poison said: isn't there a bug ? You have to use an own table or shifted notes to get the filtered voice in tune. The (old, not sure about the new one) RMT hasn't any dedicated freq. table for the filtered voice. 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 5 Author Share Posted February 5 Thanks to @pseudografx here's new version with fixed music issues. There was slight incompatibility between rmt used for composing the tune and my version which I used to export compressed stream. Hope you like it more tony.xex tony.atr 6 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 5 Share Posted February 5 57 minutes ago, rdefabri said: Didn't notice skipped frames 30 minutes ago, MrFish said: Try watching what happens to the animation sequence when you go up or down the ladders on NTSC. ladders.webm Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 5 Author Share Posted February 5 1 minute ago, MrFish said: ladders.webm 1.9 MB · 0 downloads Ufff that sounds strange in 60fps Probably doesn't run in 60fps, so animation frames are skipped. As there's only two frames it looks like tony's sliding Sorry for that. Game's not guaranteed to work in that framerate, but I sure will try to make it work in the future. Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 5 Author Share Posted February 5 @MrFish It's even worse than I thought Take a look at comparisson between free cpu cycles on Pal system vs how many scanlines are "overflow" (little over full ntsc screen height, so it skips a frame because of only couple scanlines.... ufff). We'll see... If I can I'll make it 60fps even if I have to drop some enemies from busier screens. If not I can go for 30fps, should be playable still. Quote Link to comment Share on other sites More sharing options...
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