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Development parallel to Kangaroo, with a more Donkey Kong style feel, save your girlfriend, also an archaeologist, who was trapped in an ancient temple lost in time, inhabited by an ancient and giant god from Greek mythology associated with Stone, Sisyphus.

 

 UPDATE  27/11/2024

 

Updated with a new stage 1 demo, with NTSC and PAL60 versions.

Check the progress status, the updated version of the game will be in the most recent posts.

 

 

Other possible titles

  • Temple of the Stone Titan
  • Aztec Doom
  • The Forgotten Idol
  • Echoes of the Ancients
  • Curse of the Sun God
  • Relic of the Lost Empire
  • Labyrinth of the Titan
  • Tocha e Terror
  • The Sacred Guardian
  • Aztec Inferno
  • Ruins of the Stone Beast
  • The Archaeologist's Trial
  • Escape the Titan's Wrath
  • Pillars of Peril
  • Legend of the Lost Temple

The_Sacred_Guardian.bas_1.png

The_Sacred_Guardian.bas.bin

Edited by alfredtdk
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On 11/20/2024 at 11:05 PM, alfredtdk said:

Development parallel to Kangaroo, with a more Donkey Kong style feel, save your girlfriend, also an archaeologist, who was trapped in an ancient temple lost in time, inhabited by an ancient and giant god from Greek mythology associated with Stone, Sisyphus.

 

Other possible titles

  • Temple of the Stone Titan
  • Aztec Doom
  • The Forgotten Idol
  • Echoes of the Ancients
  • Curse of the Sun God
  • Relic of the Lost Empire
  • Labyrinth of the Titan
  • Tocha e Terror
  • The Sacred Guardian
  • Aztec Inferno
  • Ruins of the Stone Beast
  • The Archaeologist's Trial
  • Escape the Titan's Wrath
  • Pillars of Peril
  • Legend of the Lost Temple

The_Sacred_Guardian.bas_1.png

The_Sacred_Guardian.bas.bin 32 kB · 52 downloads

Love the mummy character!

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Very cool start.  Love the characters and the room graphics.
I assume this is using DPC+?

 
A suggestion, if you want any (I do not want to sound like I know it all, as I surely do NOT) ... you could use Missile0 (instead of a sprite) for the guardian's laser eyes. It would prevent sprite flicker of the mummy
You can make the missile height grow as they fire from his eyes all the way to the bottom.  Flash them back and forth between left and right eyes every other frame and cycle the color.  I think it could be a cool effect.

Anyway.  Love the look of this.  Thank you for the demo!!

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THE SACRED GUARDIAN - 1 STAGE TEST 

 

Creating the details of the first phase. We have the relics to be collected by the still unnamed archaeologist such as the Holy Grail, the golden statue and the secret scroll. The runaway mining cart is fatal if you get hit, the mummy for now just runs across the screen and won't cause you any damage. I haven't created a use for the big red dragon serpent yet, at the moment it's just lurking and watching you and you can get too close to it, just don't go past its tail or you'll suffer a fatal fall.
The girl on the pedestal I intend, if possible, to give her an autonomous function such as defending herself from possible attacks that come her way, (using a machine gun perhaps?) no longer being a defenseless girl waiting to be rescued, acting as a legitimate and independent Lara Croft or Sarah Connor.

The game will have many similarities with the classic Donkey Kong, in fact it is the great source of inspiration and the driving force behind this project, but it will have its own identity, I hope.

There is still a lot of work to be done.

Os_Movimentos_do_Guardião_Sagrado7.bas.png

O_Guardião_Sagrado_Move7.bas_2.png

O_Guardião_Sagrado_Move_PAL60.bas.png

 

For use on Stella and Gopher 2600 emulators. On real Hardware via the Harmony flashcart.

 

 

 

 

The_Sacred_Guardian_Stage01_NTSC.bas.bin The_Sacred_Guardian_Stage01_PAL60.bas.bin

Edited by alfredtdk
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On 11/25/2024 at 12:11 PM, Mike_at_AEI said:

Very cool start.  Love the characters and the room graphics.
I assume this is using DPC+?

 
A suggestion, if you want any (I do not want to sound like I know it all, as I surely do NOT) ... you could use Missile0 (instead of a sprite) for the guardian's laser eyes. It would prevent sprite flicker of the mummy
You can make the missile height grow as they fire from his eyes all the way to the bottom.  Flash them back and forth between left and right eyes every other frame and cycle the color.  I think it could be a cool effect.

Anyway.  Love the look of this.  Thank you for the demo!!

Thanks for the suggestion, Mike, I'll try to apply the concept of missiles at first to alleviate the flickering effect on the sprites, but I also need to know how to solve the color bleeding problem, since the missiles share the same color as the players. I released a new demo and you can check out the unfinished result of the missiles replacing the guardian's laser sprites. I hope you like the new modifications, the first stage is still being polished, of which I imagine at least 4 stages for this adventure following the style of the classic Donkey Kong, but having its own identity that differentiates it from the others.

 

Yes, DPC+.

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10 minutes ago, alfredtdk said:

Thanks for the suggestion, Mike, I'll try to apply the concept of missiles at first to alleviate the flickering effect on the sprites, but I also need to know how to solve the color bleeding problem, since the missiles share the same color as the players. I released a new demo and you can check out the unfinished result of the missiles replacing the guardian's laser sprites. I hope you like the new modifications, the first stage is still being polished, of which I imagine at least 4 stages for this adventure following the style of the classic Donkey Kong, but having its own identity that differentiates it from the others.

 

Yes, DPC+.

You really cannot do much about the missiles.  They will take on the color of the sprite they are on the same horizontal with.;... So, what you can do to minimize this, is if you main character is Sprite 0, use Missile 0 as the laser eyes.  It will thus only change from the color set by COLUM0 when it passes the main character...and you can limit the laser to stop and not got below the Srite0 Y level. 

To keep the missile the same width as it descends, you need to set the missile width bits (4,5,6) in NUSIZ1-9 all the same.  The missile unfortunately takes on the same aspects of whatever sprite object is is horizontally on.. missile width and number of missiles and spacing.

I LOVE the animated climbing and jumping.  The whole screen looks great.

 

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15 hours ago, Mike_at_AEI said:

You really cannot do much about the missiles.  They will take on the color of the sprite they are on the same horizontal with.;... So, what you can do to minimize this, is if you main character is Sprite 0, use Missile 0 as the laser eyes.  It will thus only change from the color set by COLUM0 when it passes the main character...and you can limit the laser to stop and not got below the Srite0 Y level. 

To keep the missile the same width as it descends, you need to set the missile width bits (4,5,6) in NUSIZ1-9 all the same.  The missile unfortunately takes on the same aspects of whatever sprite object is is horizontally on.. missile width and number of missiles and spacing.

I LOVE the animated climbing and jumping.  The whole screen looks great.

 

Thanks for the tips Mike, I've already implemented some improvements to the missiles and they greatly alleviated the bleeding effect. The problem with using the Guardian's laser only with a missile is the distancing of the copies that the NUSIZ0 establishes as standard, this does not come into synchronization with the guardian's eyes, keeping the firing of one of the lasers very far from the right eye, I don't know if there is a way around this. Another however is that I still don't know how to prevent my main sprite, player0, from being duplicated by NUSIZ0.

 

The second demo has been updated in the previous post.
Now it will also run on consoles through the Harmony flashcart. I fixed the problem that restarted or gave a black screen on the real hardware when collecting the relics, the score instructions were in another bank.

I'm glad you're enjoying it.

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