Game: the GEM machine

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Comments

  • edited September 2006
    Wow. I've just visited Tony's page after quite a while and played the updated gems machine. It's fantastic! I just played it for about 20 minutes and I think it's really tight. Congratulations.
  • edited September 2006
    Thanks Sadako (T ;))

    I still need to fix a few game play things.
    As some people have noticed the gem matching isn't entirely correct all the time, so that needs to be fixed.
    But once that is done the game play will need to be balanced and then the game cleaned up and that will be that.

    Although it is on hold at the moment as I'm moving from Sydney to Brisbane (inter-state in Australia) and going back to being a games developer at Auran games (www.auran.com) on their Fury project. (click the big F on their web page)
    So all development from me will be in bits and pieces (whats new eh?!) over the next 4-8 weeks as I get my butt up there and settled in.
  • edited March 2007
    Any news on this or the Zelda type game?
  • edited March 2007
    Its on hold indefinitely at the moment as I have way too much on my plate at the moment.
    If the help files/document gets done for TommyGun I add it as an example project. (finished)

    TommyGun stuff includes
    * Finding time to work on the help/documentation
    * Working on a debugging interface
    * Finishing Enterprise 64/128 support
    * Adding MSX support
    * Finishing the Map editor
    * Finish the memory editor

    Plus I also have to do additional work after hours for the game I'm working on.
    www.unleashthefury.com.au

    I would love to finish it, but I just can't at the moment.
    As for Zelda - well thats unlikely at best! :(
  • edited March 2007
    :sad: This Zelda-esque project of mine really is struggling to get made.....maybe it's too ambitious. However, i'm still going to refine the current graphics and add new graphics for 'buildings'.
  • edited March 2007
    Oh absolutely. But i'm a crayon man and not a coder (although I am a coder 'by trade' just not Z80) and i'll just keep designing graphics/game design for them as that's all I can do.
  • edited March 2007
    aowen wrote: »
    If you can do C, then why not look at coding it with z88dk. Otherwise you're welcome to adapt my RPG project when it's finished (although it's western RPG, so not especially Zelda like).

    Errm... it sounds like this message is to aowen but it's not :-)

    If you would like to give it a try, I can help you out. You may have missed this zip, where I borrowed some of your graphics (and managed to mess them up a bit too :-( ):

    http://www.geocities.com/aralbrec/tidbits/bigsprite.zip

    The fan blades are your 2-frame animation done at different rates.

    This line draws a fanblade:
    sp1_PutTilesInv(&bRect[i], (b_frame[i] == 0) ? blade0 : blade1);
    

    This line moves the pacman sprite:
    sp1_MoveSprRel(pacman, &fs, frame_seq[an_index], 0, 0, dy, dx);
    

    This line reads user-defined keys:
    i = in_JoyKeyboard(&keys);
    

    and this line (not used in program but a suggestion) can print an entire screen in one go:
    sp1_PrintString(&ps, level0);
    

    Special features support background tile animations, sprite animations, lighting effects with attribute sprites, if you're clever reflections and mirrors, and printing an entire level using a string with a generous set of embedded control codes.

    It is that easy ;-) If nothing else you will be able to at least see some of what you have in mind.
  • edited March 2007
    aowen wrote: »
    I've said it before, but the correct approach to getting games finished is 'graphics come last'. As far as I'm aware Castlevania ZX is still incomplete


    But In progress as his author told me 4 months ago.
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