Wanted: Game Ideas!

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Comments

  • edited April 2006
    Christ that looks very good !

    I'm so nervous of these new ideas turning into vapourware but the screenshot looks great.
  • edited April 2006
    I'm not into Vapourware!
    Just look at my TommyGun application to see that.

    It may take me a month or so to complete, but I will finish it.
    With or without help.
    I would prefer with help of course! :-)
  • edited April 2006
    Kiwi wrote:
    http://www.users.on.net/~tonyt73/gems.bmp
    http://www.users.on.net/~tonyt73/gems.jpg
    Both are the same picture, the jpg loads faster is all.

    Better just upload a .png file, because .bmp bitmaps are huge and jpg produces artifacts due to lossy compression.

    The image looks promising anyway. Good luck!
  • edited April 2006
    http://www.users.on.net/~tonyt73/gems.png

    Thanks! png is smaller than jpg and the same quality as bmp.

    Cool Bananas!!! ;-)
  • edited April 2006
    Looks promising so far Kiwi. Not sure how I can help here since there isn't much required from the design front. Morale support perhaps? ;)
  • edited April 2006
    Ok, I have uploaded a zip file onto my web space that contains a TommyGun project with the start of the Gem machine game.
    http://www.users.on.net/~tonyt73/gems.zip

    Simply unzip the file into your TommyGun projects directory.
    c:\Program Files\TommyGun\Projects
    If you don't have TommyGun (why not ;-) ) you can get it on the utilities page.
    You can use TommyGun to open the projects.xml file and check out the graphics and game code.

    There is a tap file in there so you can run it in your favorite emulator.
    Although because it uses the kempston mouse, I found I couldn't use Spin as I couldn't get the mouse emulation to work, so I used Spectaculator instead.
    You can also move the mouse arrow pointer by using the Interface II joystick which are keys 6789 and 0 for selecting a gem.
    Or use the kempston mouse and left button to select a gem.

    Click the new button to refresh the gems on screen or
    Click the quit button to quit to BASIC

    Use Run 40 to restart the game again

    You can only select a gem at the moment and not much else.
    I haven't done any real game logic yet.
    Its only a day and a half of programming so lots more to come.
    Sorry if the code is not optimized for some.
    I program to get things done first and optimize later IF needed.
    As it is I already have to slow the game down, so I have no real need at present for any fancy code. :-)

    Tell me what you think so far.

    Cheers
  • edited April 2006
    Kiwi wrote:
    Tell me what you think so far.

    Looks good so far!

    I find the pointer hard to spot right away which is probably important in this game so maybe some more work on the pointer? You can probably get rid of the slight flicker if you do a halt before drawing the sprite (you have lots of time to burn anyways :)

    There are two things that drive me nuts about the Kempston mouse (and I'm not sure if it's just the way it is emulated or not). One is the way it wraps across the X and Y axes (the latter with a little stutter as the Y coordinate travels through the non-existant pixels 192-155), and the other is its jumpiness. The latter could be a mouse sensitivity thing in the emlulators, I don't know if it behaves like that on a real Spectrum. Anyway, what I do (and I should credit Chris Cowley as it was his idea) is take the difference between two successive mouse position reads and use that as a delta to the mouse coordinates. Then you can do two things: stop the coordinate wrapping and scale the changes to adjust the jumpiness. It could also be that the jumpiness would be less a problem if the pointer was more immediately visible?

    Anyways, all small details that can wait for the tweaking stage. It's kind of fun to watch a project progress :)
  • edited April 2006
    I feel the same way about the kempston mouse too.
    But I was more interested in just getting something to work.
    I thought about the differential solution too, and will put it in at a later date.
    I just didn't feel like programming all the signed logic within the mouse routines at the moment.
    I have the flu and so brain activity is limited at the moment.

    If anyone wants to improve the mouse routines while I work on the rest, then feel free to do so.
    If you are confortable working with my code then please help yourselves.
    Mr. Millside said we would do some menu's.
    I have a few ideas on how they could be done and will pass those on to him soon.

    Making the mouse pointer more visible is difficult with the attribute problem ofnthe speccy.
    One other solution is to simply use a attribute/character block cursor (ie. no graphics, just an attribute change, say flashing red/white).
    Makes it easier to see but is less pleasing to the eye maybe.

    Any other ideas?
  • edited April 2006
    OK, here it is finally at last. Although it is a mock-up, the map was built using the inidividual map graphics (and graphics user guide I created to help).
    Bear in mind that these graphics were created for another game but were based on the 2D Zelda look. There's also a link to the main 'hero' characters created for the game. It's just a basic animation, but all the graphics/frames for the characters were finished. Creating this was pretty much a learning experience for me in using these graphics. I had the small graphics and my user guide to build Worlds but this was the first time I had done it. Anyway, have a look and let me know what you think.

    Zelda-esque graphics

    Character Animation 1

    Fan Animation Test

    Crusher Animation Test
  • edited April 2006
    I think they are great!
    Especially for a speccy.
    We would obviously have to you masked sprites, so sprite numbers would be limited, considering we would also need to scroll the play area.
    Or would flip screen still work? I think not, but other may disagree.

    How long would it take to make a complete set of graphics for different levels?
    Could you use TommyGun to do it as well?
  • edited April 2006
    Excellent job Redballoon!! :)
  • edited April 2006
    redballoon wrote:
    OK, here it is finally at last. Although it is a mock-up, the map was built using the inidividual map graphics (and graphics user guide I created to help).
    Bear in mind that these graphics were created for another game but were based on the 2D Zelda look. There's also a link to the main 'hero' characters created for the game. It's just a basic animation, but all the graphics/frames for the characters were finished. Creating this was pretty much a learning experience for me in using these graphics. I had the small graphics and my user guide to build Worlds but this was the first time I had done it. Anyway, have a look and let me know what you think.

    Zelda-esque graphics

    Character Animation 1

    Fan Animation Test

    Crusher Animation Test

    All very nice mate!!
  • edited April 2006
    Kiwi wrote:
    I think they are great!
    Especially for a speccy.
    yeah, looks ace don't it :-)
    Or would flip screen still work? I think not, but other may disagree.

    the gameboy zelda (legend of zelda - links awakening) is flip screen, and it plays great. perhaps you should check it out for some ideas for a speccy zelda :-) i played it all the way through, its a fantastic game. i haven't played any of the other zelda games much tho.

    it might then be worth going for flip screen on the speccy, if it means saving on memory, etc. links awakening has 16x16 locations on the map. aha, here's a pic of it. http://www.portfolio16.de/zelda/map4/map.htm - so on there you can see the actual size map for the entire game. though there are also about 8 "dungeons" with a boss each that you have to do as well, i think those are something like 4x4 rooms each
  • edited April 2006
    Kiwi wrote:
    Ok then here goes nothing.
    I'm a reasonably good programmer, but I'm really no good at coming up with game ideas and graphics.

    So if any of you have any game ideas you would like implemented then please post 'em here. You also have to do the graphics and you'll have to use TommyGun because thats what I will be using to code the game.

    Obviously I want ZX Spectrum games. 48K ones are best for the moment.
    I don't want something that would take 10 yrs to complete either.

    If there are heaps of good suggestions then we can all choose or vote on what one(s) to do. :-)

    So are you game?


    you know Puzzle Bobble? AA and I were talking about it some time back and talking about how it might be done with the interlace we were using. (that TIM interlace with the Mario example from a while back)

    There's TETRIS also. I did a mock screen to show what id Tetris to look liek on the Spectrum. I wish it would have been more similar to the Arcade version with the same music and the little guy dancing around and all. I dont know if I ever showed it to you but i can send it to you if you like.

    Yea, those are remakes. But they are static screens which would be easier for me to do. Not many sprites either which is good for me at this time.
  • edited April 2006
    Woops. I should have read your second post. Never mind. If i can think of something ill let you know.

    ====================

    I just read whats been said about Zelda. I have also felt a Zelda/Lunar the Silver Star type RPG would be fantastic on the spectrum. It's very doable i think and it could be fantastic!

    I just read whats been said about Zelda. I have also felt a Zelda/Lunar the Silver Star type RPG would be fantastic on the spectrum. It's very doable i think and it could be fantastic!
    Kiwi wrote:
    http://www.users.on.net/~tonyt73/gems.png

    Thanks! png is smaller than jpg and the same quality as bmp.

    Cool Bananas!!! ;-)

    looks very good! especially the score panel it doesnt need to be improved in my opinion. bejewelled is a good game i have it on my phone. good pick for a first game.

    redballoon wrote:
    OK, here it is finally at last. Although it is a mock-up, the map was built using the inidividual map graphics (and graphics user guide I created to help).
    Fikee wrote:

    very great the both of you!
  • edited May 2006
    Has anyone played Exit on the PSP? I reckon that could make a decent Speccy game.
  • edited May 2006
    Thanks.

    Okay, I'll have a look and see about getting the graphics into TommyGun.
    I've still graphics to do for dmsmith's shoot-em-up game, too, but I'll familiarise myself with TG.

    Keep you posted.

    Oh, incidently, the character sprites are all 16x16, 8 directions, 4 frames for each direction and all masked.
  • edited May 2006
    I would like to move the discussion on the Bejewelled game clone to a new thread, and the same for the Zelda game too.

    Please continue to post new game ideas here.
    If an idea gets popular then start a new discussion thread for it and start working on it.

    I'll be programming the bejewelled clone for the next month or so, and then I'll move across to the Zelda game.

    Thanks to EVERYONE who contributed game ideas to this thread, and PLEASE keep them coming!
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