Land of Mire Mare

13

Comments

  • edited January 2014
    On Retro Collect already.

    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
  • edited January 2014
    it could have mentioned the authors (Luca and Binman)...


    Dazman wrote: »
    On Retro Collect already.

    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
    Find my (mostly unfinished) games here
    https://www.facebook.com/groups/1694367894143130/
  • edited January 2014
    Probably a silly question, but what does a pledge look like?
  • edited January 2014
    Yes, they made really excellent work.

    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
    ZX Spectrum 48K BEEPER Music:
    http://mister_beep.republika.pl/
  • edited January 2014
    it could have mentioned the authors (Luca and Binman)...

    This is Luca's game, I've just been helping out (but thank you):)
    Morkin wrote: »
    Probably a silly question, but what does a pledge look like?

    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
  • edited January 2014
    ok the fix is uploaded, fingers crossed people!!

    get it here
  • edited January 2014
    ooh by the way could someone let our friends over at ZX.PK.RU know ta
  • edited January 2014
    Hello people... sorry for the bugs, but we are doing our best to make the game as more enjoyable as possible!
  • edited January 2014
    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

    Hello people... sorry for the bugs, but we are doing our best to make the game as more enjoyable as possible!
    Find my (mostly unfinished) games here
    https://www.facebook.com/groups/1694367894143130/
  • edited January 2014
    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

    Hello people... sorry for the bugs, but we are doing our best to make the game as more enjoyable as possible!
    Find my (mostly unfinished) games here
    https://www.facebook.com/groups/1694367894143130/
  • edited January 2014
    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!
    Find my (mostly unfinished) games here
    https://www.facebook.com/groups/1694367894143130/
  • edited January 2014
    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! :)
  • edited January 2014
    Here's a walkthrough from the rzx submitted to the RZX Archive:

    http://youtu.be/isNYt3kQEng

  • edited February 2014
    5 minutes to finish the whole game?!
  • edited February 2014
    Attic Attac took some thing like five mins to complete
    No one important.
  • edited February 2014
    5 minutes to finish the whole game?!

    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

  • edited February 2014
    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
  • edited February 2014
    5 minutes to finish the whole game?!

    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 ;-)
  • edited February 2014
    daveykins wrote: »
    Attic Attac took some thing like five mins to complete

    There was a video on YouTube of Atic Atac being completed in 2 mins 10 secs, but it's been removed now :-(
  • edited February 2014
    Daren wrote: »
    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
  • edited February 2014
    Good game.

    Is there a map of the game yet?

    Regards,

    Shaun.
  • edited February 2014
    Good game.

    Is there a map of the game yet?

    Regards,

    Shaun.

    Post your Crash / Your Sinclair style maps here folks!
    '79:PrinztronicMicro5500> '83:Spec(48K)> '84:Spec+(kit)> '86:Spec128> '88:ST> '90:A500> '93:A1200> '93:SNES> '95:PS1> '99:PC> '02:PS2> '05:Xbox> '12:Xbox360> '14:PS4 XboxLive:messy73, PSN:mrmessy73, YouTube:mrmessyschannel
  • edited February 2014
    as requested Luca has made one

    map.png
  • edited February 2014
    That is an awesome map. Definitely worth an A3 full colour print out!

    Regards,

    Shaun.
  • edited February 2014
    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.
  • edited February 2014
    just a quick note Luca has been tweaking again


    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.
  • edited February 2014
    30899,0 (infinite lives)
    32028,X (number of lives during the game)
    30567,X (number of lives in the main menu)
  • edited February 2014
    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 ;)
  • edited February 2014
    Great game, good to see a screen picture idea progress into a full blown program.
  • edited February 2014
    I'll try to address your questions as I would understand it, Luca is out for a chinese with his brother at the moment

    he may add some comments himself later
    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
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