+SpiceWare Posted November 24, 2006 Author Share Posted November 24, 2006 I'll see if I can two tone the knight and post the frames for you later tonight. I also have 2 more flash anime I'm finishing, a cleaned up version of the "in-game dragon" with the updated frames, and the "easter egg" Just showed my folks, they love it. My mom recommends the flapping tassel on top of the knight also be the player color. Quote Link to comment Share on other sites More sharing options...
espire8 Posted November 24, 2006 Share Posted November 24, 2006 I'll see if I can two tone the knight and post the frames for you later tonight. I also have 2 more flash anime I'm finishing, a cleaned up version of the "in-game dragon" with the updated frames, and the "easter egg" Just showed my folks, they love it. My mom recommends the flapping tassel on top of the knight also be the player color. Great suggestion, --this is really starting to take shape! Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 24, 2006 Author Share Posted November 24, 2006 Hmm - I think the grey player should be changed to a different color so it stands out on the knight. While not the final version, the easter egg has been updated. Moving your paddle during the easter egg also has an effect. mm20061123NTSC.bin mm20061123PAL.bin Quote Link to comment Share on other sites More sharing options...
jpfalcon2003 Posted November 24, 2006 Share Posted November 24, 2006 Very nice intermission. Would be really cool to have that in the game if possible. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 24, 2006 Author Share Posted November 24, 2006 That intermission is kick-ass. You have to cram it in. It's amazing what you can do with the VCS with enough cart space and creativity applied. I'm pretty sure the knight will fit - but I don't think there's enough space left for the chase off as the remaining ROM is scattered amongst the banks which makes it harder to use. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 24, 2006 Author Share Posted November 24, 2006 (edited) Updated all the dragon graphic frames with the latest images. There's 2 frames with very minor problems. Grey player changed to Red so there will be a better contrast on the knight sequence. mm20061124NTSC.bin mm20061124PAL.bin Edited November 24, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted November 24, 2006 Share Posted November 24, 2006 Very nice! I like the red much better. Gotta question though... I noticed if a fireball is coming in from one side (say, from the right) and you hit it with the right edge of your shield, the ball continues moving left after bouncing, instead of you being able to deflect it back the way it came from. It'd be nice if you could affect the direction the fireball was being deflected based on where on your paddle hit it. Quote Link to comment Share on other sites More sharing options...
espire8 Posted November 25, 2006 Share Posted November 25, 2006 (edited) Here is an updated two-tone version of the intermission screen. I took advantage of the second color to extend the flag furture ahead of the knight and this time quickened his pace a bit cause I thought he was movigng too slow. I'll have the frame timing mapped out to make it easier for Darrell to match as close as what's presented here. I hope there's enough space to perserve the the way the dragon makes it's entrance . Look at the action closely to see it do that 360 spinout, it's really quick and hard to catch at first. Hint: You can 'right click' on the flash display to show a drop-list of playback control features including pause and frame step. Enjoy! Edited November 25, 2006 by espire8 Quote Link to comment Share on other sites More sharing options...
Uzumaki Posted November 25, 2006 Share Posted November 25, 2006 Very nice! Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 25, 2006 Author Share Posted November 25, 2006 (edited) Nice, but now that it needs a shift table it will use up a lot more ROM than the prior version. Edited November 25, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 25, 2006 Author Share Posted November 25, 2006 Gotta question though... I noticed if a fireball is coming in from one side (say, from the right) and you hit it with the right edge of your shield, the ball continues moving left after bouncing, instead of you being able to deflect it back the way it came from. It'd be nice if you could affect the direction the fireball was being deflected based on where on your paddle hit it. The deflection is supposed to be based on the direction the ball is traveling in relation to the direction your shield is facing. If the fireball is coming from the extreme right, the ball is supposed to be deflected forwards. ie: . _ . / \ <-- . |___| . ^ . | . _ . / \ . |___| Which corner were you playing? Quote Link to comment Share on other sites More sharing options...
uosipa llamxew Posted November 25, 2006 Share Posted November 25, 2006 (edited) Click here to see the animated intermission screen The intermission screen is awesome! It might be cool to add one frame to the animation to show the character's surprise/fear before he runs from the dragon. Edited November 25, 2006 by mojofltr Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted November 25, 2006 Share Posted November 25, 2006 The deflection is supposed to be based on the direction the ball is traveling in relation to the direction your shield is facing. If the fireball is coming from the extreme right, the ball is supposed to be deflected forwards. ie: Which corner were you playing? Upper left. I guess the reason I'm bringing it up is because I'm used to playing Arkanoid, which allows you pretty fine control over the direction of the ball, depending on where it hits the paddle. The arcade Warlords also lets you send the fireball back the direction it came from, too. Probably just a minor point, really. Medieval Mayhem already plays great. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 26, 2006 Author Share Posted November 26, 2006 Fine control is easy when the paddle is facing up or sideways. Gets a bit more interesting to calculate when it's facing at an angle. Thanks! Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 26, 2006 Author Share Posted November 26, 2006 Redid the way the dragon sequence works. Currently the fireball will always launch on the first pass. Added a wing flap sound effect Minor changes to the easter egg. mm20061125NTSC.bin mm20061125PAL.bin Quote Link to comment Share on other sites More sharing options...
PressureCooker2600 Posted November 26, 2006 Share Posted November 26, 2006 man....after just looking at the intermission screen...i almost shit my pants....this game is going to be the coolest game eva Quote Link to comment Share on other sites More sharing options...
Zach Posted November 26, 2006 Share Posted November 26, 2006 Astounding animation! Spiceware, any chance you can make the sprites come in from the edge of the screen instead of just appearing whole? Maybe you could place black playfield blocks on other other side, to cover wrap-around. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 26, 2006 Author Share Posted November 26, 2006 (edited) Astounding animation! Been working on it I had to find a free bit to flag the dragon routines to draw "normal size" sprites instead if the usual double-wide sprites. Spiceware, any chance you can make the sprites come in from the edge of the screen instead of just appearing whole? Maybe you could place black playfield blocks on other other side, to cover wrap-around.I originally planned partial-scroll off of the dragon by utilizing the HMOVE bars and taking this image: and storing it a few additional times with sections blanked out. I'm not sure I have room for that now that there's a knight with multiple frames of animation. Another issue is I'd modified the HMOVEs to only trigger when needed(so the DEMO message wouldn't have to flicker) which means there may or may not be HMOVE bars to hide behind. I think I can manually tweek the image to force HMOVEs on every line, but it won't matter if there's no room for additional frames of animation. I had thought about using the playfield, but then fireballs would also be hidden. Edited September 9, 2007 by SpiceWare Quote Link to comment Share on other sites More sharing options...
Zonie Posted November 26, 2006 Share Posted November 26, 2006 What is the best emulator to play this game? I've tried PCAE and the latest download of z26. Using the stelladapter and a known working set of paddles, I am having difficulty using the menu and actually playing the game. Any command line switches I should be using for z26? I'm also now using x26 front end. ??? Quote Link to comment Share on other sites More sharing options...
Zach Posted November 26, 2006 Share Posted November 26, 2006 I had thought about using the playfield, but then fireballs would also be hidden. Remove the playfield when the sprite is fully on screen? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 26, 2006 Author Share Posted November 26, 2006 What is the best emulator to play this game? I've tried PCAE and the latest download of z26. Using the stelladapter and a known working set of paddles, I am having difficulty using the menu and actually playing the game. Any command line switches I should be using for z26? I'm also now using x26 front end. ??? I'm running OS X, so I'm not familiar with z26. I use Stella which is cross platform and supports the stelladapter. I posted the instructions for it before - let's see if I can find them... here they are: Instructions to play using Stellastart Stellaload Medieval Mayhemhit TAB, a menu will pop upselect Game Propertieson the CARTRIDGE tab set SOUND to STEREOselect the CONTROLLER tabchange both controllers to PADDLEShit OKhit EXIT MENUrestart the emulator for the change to take effect. Under OS X use APPLE R, under Windows and Linux use CONTROL R. You'll get a message "New Console Created" when it restarts. Once you've done this, Stella will remember the settings if you play the game again later. However, you'll have to do it again if you download a new build. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 26, 2006 Author Share Posted November 26, 2006 I had thought about using the playfield, but then fireballs would also be hidden. Remove the playfield when the sprite is fully on screen? If somebody caught a fireball they could launch it towards their up/down opponent while the dragon is exiting. The fireball would be invisible, hidden behind the playfield. I've done some rearranging and think I have enough room to do a partial scroll-off. I'm now tweeking that frame to force HMOVEs on all scanlines. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 27, 2006 Author Share Posted November 27, 2006 (edited) Added espire8's excellent Knight animation sequence. Added a bit of smooth on/off screen for the dragon sequences. mm20061126NTSC.bin mm20061126PAL.bin Edited November 27, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
mos6507 Posted November 27, 2006 Share Posted November 27, 2006 I noticed that the dragon only serves the fireball to the right castles. Is that how the coinop does it too? I was wondering whether it might be more "balanced" for it to serve randomly to all four corners. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 27, 2006 Author Share Posted November 27, 2006 (edited) I noticed that the dragon only serves the fireball to the right castles. Is that how the coinop does it too? I was wondering whether it might be more "balanced" for it to serve randomly to all four corners. I redid the dragon routines yesterday to support animation playback - the original routines were very simple and just cycled thru 4 frames. The left-to-right sequences went pretty smoothly; however, when I started work on the right-to-left seqeuences, I discovered I converted the graphics incorrectly and when the images are "flipped" to face the other direction they didn't line up correctly. Today I reconverted all the graphics so they line up correctly when flipped. I also redid the trophy sequences as the new knight sequences and figured out how to (partially) smooth scroll on-off screen. Tomorrow I plan to resume work on the animation sequences so that launches once again occur both to the right and to the left. Edited November 27, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
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