kNIGHTMARE VIDEO

edited September 2012 in Development
Hello.

Here is a video of stage7 of the game.





Regards
Post edited by climacus on

Comments

  • edited September 2012
    You'll need to remove the http:// at the end of the link.
  • edited September 2012
    Very good, Climacus!

    Feels very MSX-ish. Repeating myself, that style of scrolling practically have never been used on speccy.

    A new vertical shooter for speccy is always welcome =D
  • edited September 2012
    Very nice!

    Just aren't enemy sprites inverted when over water? I mean - take this flying head for example: it has light face and dark hair when over ground and just the opposite when over water

    As for Youtube I'll share a hint - it's always nicer to embed the video on the forum than to give a link :)

    How to do it:

    1) Copy the "code" of the video
    h t t p://w w w.youtube.com/watch?v=6YAb6QEFf-E

    2) Do in your post
    [y o u t u b e]6YAb6QEFf-E[/y o u t u b e]

    without the spaces of course ;)

    And here you are:
  • edited September 2012
    great job!

    As previously said; it has a Japanese feel to it; I love the nostalgic coin-op font and the Nintendo-ish music.

    Kudos to you!
  • edited September 2012
    Interesting stuff there icon14.gif

    Some of the sprites kind of reminded me of stuff from Gothik ( which btw is a game I like )
  • edited September 2012
    Ralf wrote: »
    Very nice!

    Just aren't enemy sprites inverted when over water? I mean - take this flying head for example: it has light face and dark hair when over ground and just the opposite when over water

    As for Youtube I'll share a hint - it's always nicer to embed the video on the forum than to give a link :)

    How to do it:

    1) Copy the "code" of the video
    h t t p://w w w.youtube.com/watch?v=6YAb6QEFf-E

    2) Do in your post
    [y o u t u b e]6YAb6QEFf-E[/y o u t u b e]

    without the spaces of course ;)

    And here you are:

    Thanks!!! I?ve put it. It seems a very professional post :)

    I?m going to try to change the river attributes.
  • edited September 2012
    First of all, thank you for continuing to release more games.

    The music is good, but I hope that the in-game music becomes optional in the final game. A short tune as the level is about to start is fine, but a loud AY tune all the time is, in my opinion, not always a good thing.

    I understand why the scroll must be character-based, but there's something about it that doesn't look right. It looks like it moves even if the character isn't moving forward. Shouldn't it move only when the character gets to a certain area of the screen?

    Haven't read the story behind this game and don't know if it even has a story but, what are these enemies? Are they supposed to be able to go over the river without any problem?

    Sprites look nice. Looks like a mix of Command and Ghotik to me. Keep up the good work.
  • edited September 2012
    zxbruno wrote: »
    First of all, thank you for continuing to release more games.

    The music is good, but I hope that the in-game music becomes optional in the final game. A short tune as the level is about to start is fine, but a loud AY tune all the time is, in my opinion, not always a good thing.

    I understand why the scroll must be character-based, but there's something about it that doesn't look right. It looks like it moves even if the character isn't moving forward. Shouldn't it move only when the character gets to a certain area of the screen?

    Haven't read the story behind this game and don't know if it even has a story but, what are these enemies? Are they supposed to be able to go over the river without any problem?

    Sprites look nice. Looks like a mix of Command and Ghotik to me. Keep up the good work.

    Thanks!!!

    About the music, it can be an option...

    The scroll is continuous because it?s one of the things that give difficulty to the game. There is some zones that you can?t go through, so if you are not fast, you?ll die.

    The enemies go in the screen without limitations. It?s like original one.
  • edited September 2012
    Ok, so here is some clarification as to what this game is about...

    1) This is a ZX version of the very famous MSX Knightmare game... If you owned a MSX, chance are, you probably knew of this game... The game appeared at a time when decent shooters on the MSX were few, and created quite a stir at the time, partly due to the novelty of having so many collectables/powerups (novel at the time)...

    2) This Spectrum version is quite faithful to the original, possessing many of its quirks and design styles. Climacus wanted to create a faithful clone of the original rather than a variation as such. Like the original, the screen scrolls down in chunks rather than moving smoothly (And yes, it is supposed to move independently of the player - this isn't Ikari Warriers, you know!!!), the enemies cross water, and the "loud AY tune" plays all the time throughout the level... Climacus wanted a fairly simple and straight forward scrolling project to work on, and Knightmare fit the bill... Differences between this version and the original however are apparent on playing however... The boss sprites have been scaled down slightly and have been reinvisioned, and the last boss (with multiple eyeballs) has been redrawn entirely (Cos the original was crap - sorry, but it WAS?!?!). Most of the enemy sprites are recognizable, with minimal differences, and the level design is close to accurate. Sounds have obviously been changed and reduced, firing is now 1 shot at a time, but rapid, and the number of weapon crystals has been reduced, but otherwise this is a decent clone of the MSX Knightmare game...

    3) The story line is in Japanese, so slightly off kilter, being set in Ancient Greek times, with the names of various Greek deities included. Basically, your a knight, who has to rescue Aphrodite, who has been kidnapped and taken to the Demon Castle (the original Japanese title actually translates as "The Demon Castle Legend"). You play through 8 levels to pass 8 gates, facing off a big boss at the end of each. And yes, the odd viking like helmet your sprite is wearing, that is anything but Greek in design, was also a quirky feature of the original... ;)

    4) Im not sure how much Im allowed to give away, but since Climacus has released a video of level 7, I think I can safely confirm that all 8 levels have been done, and that Climacus is now bug testing the game, before compressing the lot into the not-so-humble 128... (Thats right, its 128k only!)... Having had the honour of playing it, I can say:

    [a] I prefer it to the original... [Yeah, really!]
    Its got a good difficulty curve up to level 3, then gets very hard - definitely one for the seasoned shooters...
    [c] Its quite playable and kind of grows on you... It deliberately sets out to mimic the 1980s original, so still has that sort of Nintendo-like feel to it with the sprites and gameplay... Climacus wanted a clone, so we couldn't get away with changing the graphics too much ;)

    5) I realize that to our eyes, the game design does have flaws (enemies crossing water, character based scrolling, and scrolling outside the control of player movements, etc), but gamers need to appreciate this for what it is - a clone... Many of these quirks were design features of the original, and not uncommon for games of that era... Knightmare is a piece of MSX history, and was considered cutting edge game design in its day... It seems ironic that some of these quirks are regarded as quaint by ZX users now, but that only shows how far we have come in modern gaming design assumptions, even when designing for something as retro as a Spectrum!!!... Knightmare, although simplistic in design, was an ideal project, allowing Climacus to explore action within a scrolling game, and allowing us an excuse to produce what is essentially a shootem-up game...

    We hope you enjoy it once its released!

    :)
  • edited September 2012
    Those enemies looks like ghosts,.. so no problem if they cross the river.
  • edited September 2012
    I forgot that most (all?) of his games are based on existing games, but my input still stands. :)
  • edited September 2012
    zxbruno wrote: »
    I forgot that most (all?) of his games are based on existing games, but my input still stands. :)

    You are right. I?m training for the definitive ORIGINAL
Sign In or Register to comment.