As for music, I was asked to make something rather simple, in square waves only and possibly in kind of Celtic-folk style, to make associations to the original Ultimate games.
After all, I let myself to use there fragments of my composition from our old Sword band from 90s, playing electronica in Celtic-folk atmosphere. http://www.sendspace.com/file/7yw6ns
Ciao Luca so nice to meet you
Your game is a real gem, those little glitches notwithstanding. I think this is going to be a serious contender for the best game of 2014
congrats once again and welcome back (it's been a while since the time of Jungle King or Save the whale):D
Ciao Luca so nice to meet you
Your game is gem, those little glitches notwitstanding. I think this is going to be a serious contender for the best game of 2014
congrats onc again and wlecome back (since the time of Jungle King or save the whale):D
Ciao Luca so nice to meet you
Your game is a real gem, those little glitches notwithstanding. I think this is going to be a serious contender for the best game of 2014
congrats onc again and wlecome back (since the time of Jungle King or save the whale):D
Hello people... sorry for the bugs, but we are doing our best to make the game as more enjoyable as possible!
It's really good!
And no need to apologise for the bugs! Bugs are a normal part of the software development cycle - at least you're taking bug reports and fixing them! :)
Luca has been refining his AGD coding!! So the game has been updated accordingly. I think he wants to get something bigger done in AGD next time, as big as you can within the constraints of the tool at least.
v.1.03
- There was a cheat with the doors that deliberately left in where you could, if timed correctly, pass through a door without a key or the axe, that has now been locked out
Hi Mark, just want to tell you that i consider this game a very modest tribute to Ultimate and, above all, i made it with all my passion for the ZX Spectrum.
The main purpose, after about three decades of silence, was to unearth something which was only imagined by BiNMaN's graphic mockups. However minutes it may take, the task took a lot of time for me...
Just consider it was released with a game designer tool: without AGD i wouldn't have even been able to start the project!... Obviously i encountered memory limitations that an expert programmer would not normally have.
Fortunately, there are not only old fans and experienced players who can play little games like this... my 12 years old daughter has not been able to complete the game yet, and she told me that some of her friends appreciated it very much.
Anyway, i hope to do better with the next idea ;-)
That is an awesome map. Definitely worth an A3 full colour print out!
Regards,
Shaun.
I wish to thank all those who have enjoyed this mini-tribute, with great affection. It was a real pleasure to see realized an idea buzzing in my head for a long time.
v.1.04
- Increased difficulty by changing Jewels Guardians dangerousness for deadly (so beware, a life is lost at first touch with them);
- Enhanced fire effect by applying colours to weapon images.
I just found this and, while welcoming the fact that once again we have some old mate coming back to the scene, I have some points to raise, also taking my experience with AGD into account. Just take them as observations and decide by yourself, of course :)
The fact that doors close again after having been forced with the axe seems illogical to me. I believe it would have been better to have some other keys around the maze rather than adding that feature to the weapon.
I think that being able to put objects wherever you want, instead of swapping them in fixed points a l? Pyjamarama, could avoid a fair bit of backtracking.
I must say I do not like the idea of employing weapons without at least an animation of Sabreman actually yielding them, as seen in, say, Sabre Wulf. I feel it would have been better to make him throw the weapons, even in a straight line (I gave some advice about this on the AGD forum, explaining how I did it with Corporal Jonlan's bullets in Apulija-13). Since they would be sprites, you could also animate them while moving (see the spinning stars thrown by Funky Fungus for an example).
The game does not start as soon as you press the corresponding key in the start menu. You must press it twice. Look in your script for a WAITKEY command to delete in order to avoid this.
In some rare occurrences, Sabreman seems to "stick" into walls while passing from one screen to another. Maybe you should check whether the block assigned to walls are all set to "solid wall" or not.
Finally, AGD is a very flexible and powerful tool despite its obvious limitations. The more time you spend with it, the more you get to know it and to obtain out of it, I can assure you ;)
I just found this and, while welcoming the fact that once again we have some old mate coming back to the scene, I have some points to raise, also taking my experience with AGD into account. Just take them as observations and decide by yourself, of course :)
The fact that doors close again after having been forced with the axe seems illogical to me. I believe it would have been better to have some other keys around the maze rather than adding that feature to the weapon.
the doors are made from sprites, to have more keys that would require more objects at 38 bytes per
I think that being able to put objects wherever you want, instead of swapping them in fixed points a l? Pyjamarama, could avoid a fair bit of backtracking.
I think Luca did this intentionally because the map is quite small, if he had created a larger map then I think it would have been done differently
also the game has quite a high block count, almost 190, the screens are quite detailed and quite a large play area, not many blocks are repeated so the map compression will take a big hit too
I must say I do not like the idea of employing weapons without at least an animation of Sabreman actually yielding them, as seen in, say, Sabre Wulf. I feel it would have been better to make him throw the weapons, even in a straight line (I gave some advice about this on the AGD forum, explaining how I did it with Corporal Jonlan's bullets in Apulija-13). Since they would be sprites, you could also animate them while moving (see the spinning stars thrown by Funky Fungus for an example).
4 frames of animation take 514 bytes, so 3 weapons being held in two directions as in sabre wulf would take 3084 bytes plus if the weapons were thrown that would be a total of 6168 bytes
the game had approx 5800 bytes free (although Luca is making some changes to the game play), in that free area is stored some additional graphics and music which would prevent the possibility of increasing the number of sprites unless of course Luca gets to grip with ramdisks but he wanted to do a 48k game (I beleive)
The game does not start as soon as you press the corresponding key in the start menu. You must press it twice. Look in your script for a WAITKEY command to delete in order to avoid this.
it does when the music has stopped, but again the music (written in beepola) requires a key press to stop also, if he had the music playing continuously without the option to skip, as in apulija-13 and funky fungus, the game would start as soon as the corresponding key was pressed, there is no waitkey command used in the into/menu event just ASM for the music and the menu screen, then the CONTOLMENU command for the options
In some rare occurrences, Sabreman seems to "stick" into walls while passing from one screen to another. Maybe you should check whether the block assigned to walls are all set to "solid wall" or not.
not sure how to deal with this, it is more noticeable in platform games (it's happened to me before) Jonathan explained it that the sprites position is taken into consideration before the screen is drawn, for platform games he suggested subtract 2 from x before screenleft/screenright but as I say I'm not sure why this should happen
Finally, AGD is a very flexible and powerful tool despite its obvious limitations. The more time you spend with it, the more you get to know it and to obtain out of it, I can assure you ;)
this is his very first attempt at anything in AGD, much better than my first try which has annoyed me no end!!! :-D
also the amount of weird crashes with version 4.4 was a pain, for example adding ASM commands stopped the game data from being loaded back into the editor was one, the player not respawning after two deaths was another
Comments
Showed it to make 11 year old son and unlike other old/new spectrum games he did not put it down. Nice work all round. You have done saberman justice.
I love it.
http://www.retrocollect.com/News/ultimate-play-the-games-unreleased-zx-spectrum-title-mire-mare-given-unofficial-homebrew-tribute-in-land-of-mire-mare.html
https://www.facebook.com/groups/1694367894143130/
As for music, I was asked to make something rather simple, in square waves only and possibly in kind of Celtic-folk style, to make associations to the original Ultimate games.
After all, I let myself to use there fragments of my composition from our old Sword band from 90s, playing electronica in Celtic-folk atmosphere.
http://www.sendspace.com/file/7yw6ns
http://mister_beep.republika.pl/
This is Luca's game, I've just been helping out (but thank you):)
a pledge is an object somewhere in the map that you can swap the jewels for
just look for discarded objects that are lying around
anyway back to the apparent bug, there seems to be a problem with the REMOVE command in AGD Luca has done a dirty fix so I will update soon
get it here
Your game is a real gem, those little glitches notwithstanding. I think this is going to be a serious contender for the best game of 2014
congrats once again and welcome back (it's been a while since the time of Jungle King or Save the whale):D
https://www.facebook.com/groups/1694367894143130/
Your game is gem, those little glitches notwitstanding. I think this is going to be a serious contender for the best game of 2014
congrats onc again and wlecome back (since the time of Jungle King or save the whale):D
https://www.facebook.com/groups/1694367894143130/
Your game is a real gem, those little glitches notwithstanding. I think this is going to be a serious contender for the best game of 2014
congrats onc again and wlecome back (since the time of Jungle King or save the whale):D
https://www.facebook.com/groups/1694367894143130/
It's really good!
And no need to apologise for the bugs! Bugs are a normal part of the software development cycle - at least you're taking bug reports and fixing them! :)
http://youtu.be/isNYt3kQEng
Ex-Ocean Software graphic artist -
Download my FREE PDF 'LOAD DIJ DIJ' (180,000+ words): https://ko-fi.com/i/IG2G3BEJZP
ZX Art page: https://zxart.ee/eng/authors/m/mark-r-jones/
https://twitter.com/MarkRJones1970
https://www.facebook.com/OceanSoftwareLtd/
https://www.facebook.com/ultimateptg/
maybe not in this instance, but rollback is sometimes used in the recording of rzx so if they go wrong they can rewind and re record
v.1.03
- There was a cheat with the doors that deliberately left in where you could, if timed correctly, pass through a door without a key or the axe, that has now been locked out
Hi Mark, just want to tell you that i consider this game a very modest tribute to Ultimate and, above all, i made it with all my passion for the ZX Spectrum.
The main purpose, after about three decades of silence, was to unearth something which was only imagined by BiNMaN's graphic mockups. However minutes it may take, the task took a lot of time for me...
Just consider it was released with a game designer tool: without AGD i wouldn't have even been able to start the project!... Obviously i encountered memory limitations that an expert programmer would not normally have.
Fortunately, there are not only old fans and experienced players who can play little games like this... my 12 years old daughter has not been able to complete the game yet, and she told me that some of her friends appreciated it very much.
Anyway, i hope to do better with the next idea ;-)
There was a video on YouTube of Atic Atac being completed in 2 mins 10 secs, but it's been removed now :-(
blimey and I thought the 6min7sec rzx recording was fast
Is there a map of the game yet?
Regards,
Shaun.
Post your Crash / Your Sinclair style maps here folks!
Regards,
Shaun.
I wish to thank all those who have enjoyed this mini-tribute, with great affection. It was a real pleasure to see realized an idea buzzing in my head for a long time.
v.1.04
- Increased difficulty by changing Jewels Guardians dangerousness for deadly (so beware, a life is lost at first touch with them);
- Enhanced fire effect by applying colours to weapon images.
32028,X (number of lives during the game)
30567,X (number of lives in the main menu)
http://www.zx-spectrum.cz
- The fact that doors close again after having been forced with the axe seems illogical to me. I believe it would have been better to have some other keys around the maze rather than adding that feature to the weapon.
- I think that being able to put objects wherever you want, instead of swapping them in fixed points a l? Pyjamarama, could avoid a fair bit of backtracking.
- I must say I do not like the idea of employing weapons without at least an animation of Sabreman actually yielding them, as seen in, say, Sabre Wulf. I feel it would have been better to make him throw the weapons, even in a straight line (I gave some advice about this on the AGD forum, explaining how I did it with Corporal Jonlan's bullets in Apulija-13). Since they would be sprites, you could also animate them while moving (see the spinning stars thrown by Funky Fungus for an example).
- The game does not start as soon as you press the corresponding key in the start menu. You must press it twice. Look in your script for a WAITKEY command to delete in order to avoid this.
- In some rare occurrences, Sabreman seems to "stick" into walls while passing from one screen to another. Maybe you should check whether the block assigned to walls are all set to "solid wall" or not.
Finally, AGD is a very flexible and powerful tool despite its obvious limitations. The more time you spend with it, the more you get to know it and to obtain out of it, I can assure you ;)Download the latest version of Bomb Munchies Ver2210 4th July 2020
he may add some comments himself later