ZX DEV 2017 Retroforce

Although a little early, considering the January deadline, we have finished our competition entry for the 2017 ZX DEV conversion competition. Our game is called "RetroForce", and is a vertical shooter, inspired in part by the StarForce/MegaForce arcade game of the 1980's.

It can be downloaded from the ZX DEV forums, found here: /http://zx-dev-conversions.proboards.com/thread/6/star-force-megaforce?page=3&scrollTo=216

Comments

  • Yeah, great job. Excellent scroll routine and I love the HUD.
    ... but holy dungballs - it's difficult. It's almost too fast :))

    For those struggling like me;

    Poke 24734, Lives - 99 is a good number ;)
    Poke 55030,0 for infinite lives.

    Good luck, commander. :)
    Website: Tardis Remakes / Mostly remakes of Arcade and ZX Spectrum games.
    My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
    Twitter: Sokurah
  • Sokurah wrote: »
    Yeah, great job. Excellent scroll routine and I love the HUD.
    ... but holy dungballs - it's difficult. It's almost too fast :))

    For those struggling like me;

    Poke 24734, Lives - 99 is a good number ;)
    Poke 55030,0 for infinite lives.

    Good luck, commander. :)

    Very fast!!!
    But with all this lives, youll never became a commander!!!! :) ;)
  • Amazing how fast they find the pokes, isn't it?!?!... Takes me longer to sift through the known source code and change the entries before recompiling...!!!
  • Very good!
  • It's always a pleasure to see more games pushing the envelope (pun maybe intended) in terms of the Speccy's potential. :) Definitely one of my favourites from the compo, well done.
  • Now, that’s a great example of a 50 fps shoot-’em-up! I tip my hat to you.
    Every man should plant a tree, build a house, and write a ZX Spectrum game.

    Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
    and zasm Z80 Assembler syntax highlighter.
    Member of the team that discovered, analyzed, and detailed the floating bus behavior on the ZX Spectrum +2A/+3.

    A few Spectrum game fixes.
  • By the way, if you want your game to run on the Spectrum +2A/+3, check the third link in my signature.
    Every man should plant a tree, build a house, and write a ZX Spectrum game.

    Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
    and zasm Z80 Assembler syntax highlighter.
    Member of the team that discovered, analyzed, and detailed the floating bus behavior on the ZX Spectrum +2A/+3.

    A few Spectrum game fixes.
  • The game has been slowed down by the Russians

    Why?!?!?... oh, why, would they do that?!?!?... @-)

    Well... that was an enlightening read... Thanks for pointing there hikoki...
    [1] I can see that some consider this game too difficult... Climacus likes a bit of a challenge, but Im usually the one who counters that during testing because my skills aren't as advanced as his. I can usually get halfway through the game before I even see the Continue/Game over screen, so it IS doable... Although I have practiced on an off awhile... I did leave tips in the English version of the manual. You can learn the patterns, you can anticipate the types of attack, and dodging does help as well as firing... Getting up close and personal also increases your chance of nailing each one in an attack wave and also increases the speed at which you down a boss too. Taking advantage of your death/life lost to gather missed targets also helps, as does prioritizing target shooting at the start of the level... It is possible and playable!!!

    [2] It pains me to see the Russian scene upset that the game doesn't work smoothly on their systems... I can assure you, its not personal!!!... The game really was made specifically for the 48k unmodified spectrum, and doesn't necessarily work smoothly on a number of UK 128k models too, so we're not singling the Russian systems out - honest!!!!... I believe Climacus really was using this project to push the limits as to what is possible for a primitive unmodified 48k system... Like our previous Knightmare2 project, we wanted to demonstrate what was possible with the bare minimum system. It wouldn't have seemed quite so impressive if we had pulled it off on a 128k system because people already have higher expectations towards those systems. It really is a compliment then when I hear people say then that the game runs too quickly for them, because I know that this isn't occurring because sprites are moving by big jumps but because climacus has succeeded in creating the smooth, optimized engine that he had hoped for... The map design was seriously restricted due to the limitations of the scroll engine, which was tailored just for speed... If your observant, you'll see that each row only contains 4 tiles at any one time, and one of those is destructible... Making the maps look varied and interesting was a challenge, and one directly related to the limitations imposed by making such an optimized scroll engine... The optimizations were extreme, and hence its incompatibility with other systems... We will try to be more mindful of Pentagon models in our next release, and also more mindful of speed issues... I personally have a great fondness for the Russian scene, particularly their talented musical productions (CPU/Moron, Fatal Snipe, etc)... Iv only ever known the Pentagon model through emulation (EMUZwin is a favorite emulator of mine that I do lots of tinkering with, but I also have fond memories of the earlier incarnations of the ZXMak2 emulator)...

    Oh, and thanks to all who have done reviews... It really does help us appreciate what people connect with and like or dislike... Feedback is always appreciated and helps with the design of our future projects... We're both very flattered that the game has been as well received as it has so far... :)
  • Why?!?!?... oh, why, would they do that?!?!?...

    I know you won't like this answer ;) but for me it's more playable and enjoyable this way.

    With the game slowed down I'm actually able to play it, complete levels and it's still a nice challenge. When running at 50Hz I lose life in less than 20 seconds.

    Yes, it's a crazy paradox. You make a game technically pushing Spectrum to the limits never reached before. And some people yet prefer the more lame version. I almost feel guilty about it :)
  • Original version.
    Well done, it's great, fast and when played on EmuZWin it shows this game as super silky smooth.
    If it is possible to have slower moving aliens and bullets, but keeping the smooth scrolling... yes
    EmuZWin at 70% is great.


    Slowed version.
    It's too slow, needs to be a bit faster


    Bug:
    Define Keys
    Pause key can be defined as the last movement key (down), so you can have
    Down - A
    Pause - A

    pressing A during the game will down and pause.



    The status panel really needs to surround the play area as I sometimes
    think that I have more space to move into but held back by an
    invisible blank area.

    The screen flash/mega bomb is a little hard on my eyes. It's probably me and
    the way that I'm not a fan of it.

    Terra Cresta is a great example of how a life lost routine keeps the game
    playing, scrolling and aliens moving for a few seconds as the space craft
    explodes.

  • This is pretty tricky, Ralf, as in the begginning the game may look too hard but after a few goes you will learn patterns and tricks and you can advance much easier. Don´t give up and try ;)

    The game in its original versión is very playable, IMO, but Climacus is also considering doing some changes for the final versión and also adapt it to the 128K models!
    Ralf wrote: »
    Why?!?!?... oh, why, would they do that?!?!?...

    I know you won't like this answer ;) but for me it's more playable and enjoyable this way.

    With the game slowed down I'm actually able to play it, complete levels and it's still a nice challenge. When running at 50Hz I lose life in less than 20 seconds.

    Yes, it's a crazy paradox. You make a game technically pushing Spectrum to the limits never reached before. And some people yet prefer the more lame version. I almost feel guilty about it :)

  • edited October 2017
    It does amuse me how all those threads refer to the European Speccy community as the bourgoisie.

    kgmcneil wrote: »
    [2] It pains me to see the Russian scene upset that the game doesn't work smoothly on their systems... I can assure you, its not personal!!!
    You see, you can't help but denigrate the proletariat, when you own the means of production! \:D/
    Post edited by joefish on
    Joefish
    - IONIAN-GAMES.com -
  • Ralf wrote: »
    Why?!?!?... oh, why, would they do that?!?!?...

    I know you won't like this answer ;) but for me it's more playable and enjoyable this way.

    With the game slowed down I'm actually able to play it, complete levels and it's still a nice challenge. When running at 50Hz I lose life in less than 20 seconds.

    Yes, it's a crazy paradox. You make a game technically pushing Spectrum to the limits never reached before. And some people yet prefer the more lame version. I almost feel guilty about it :)

    I cant believe you prefer the Russian version speed. For a shooter?
    Slowing down a 50 fps game is more complicated than he has done.

  • Yep holy shitballs that's seriously smooth and fast! Well done to the authors and yes you learn the patterns after a while.
  • edited October 2017
    MatGubbins wrote: »
    Original version.
    Well done, it's great, fast and when played on EmuZWin it shows this game as super silky smooth.
    If it is possible to have slower moving aliens and bullets, but keeping the smooth scrolling... yes
    EmuZWin at 70% is great.


    Slowed version.
    It's too slow, needs to be a bit faster


    Bug:
    Define Keys
    Pause key can be defined as the last movement key (down), so you can have
    Down - A
    Pause - A

    pressing A during the game will down and pause.



    The status panel really needs to surround the play area as I sometimes
    think that I have more space to move into but held back by an
    invisible blank area.

    The screen flash/mega bomb is a little hard on my eyes. It's probably me and
    the way that I'm not a fan of it.

    Terra Cresta is a great example of how a life lost routine keeps the game
    playing, scrolling and aliens moving for a few seconds as the space craft
    explodes.

    Great idea to slow down the game with the emulator speed!!!
    Thanks for the bug in the redefine keys. Ill try it.

    I like that all stops when the hero ship explodes. This is why Ive done it in this way, Terra Cresta way is interesting too, but I prefer mine.

    I think that slow mode is more unplayable that normal way.
    Post edited by climacus on
  • If you’re interested, I posted a redefine keys routine here. It’s fairly well optimized and uses a relatively obscure—but very helpful in this case—instruction, CPIR.
    Every man should plant a tree, build a house, and write a ZX Spectrum game.

    Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
    and zasm Z80 Assembler syntax highlighter.
    Member of the team that discovered, analyzed, and detailed the floating bus behavior on the ZX Spectrum +2A/+3.

    A few Spectrum game fixes.
  • If you’re interested, I posted a redefine keys routine here. It’s fairly well optimized and uses a relatively obscure—but very helpful in this case—instruction, CPIR.

    Thanks. Ill study it and see if is shorter than mine...
  • For me the game plays as fast and furious as it should be.
    The movements are incredible smooth.
    Great game, thanks.
  • Is that Boba Fett on level 8?
  • Played through the entire game at 70% with EmuZWin roll back feature - it's a hard game with some very nasty alien formations zipping around the screen, some sneaking up from the bottom of the screen and others pouncing around onto the space ship.

    The levels do change into the game, with new colours and graphics, so there are new things to look forward to, just remember to keep shooting at the bonus blocks, the enemy and avoiding those bullets.

    Nice R-Type style ending and scrolling message.
    Scored 29980, level 25
  • MatGubbins wrote: »
    Played through the entire game at 70% with EmuZWin roll back feature - it's a hard game with some very nasty alien formations zipping around the screen, some sneaking up from the bottom of the screen and others pouncing around onto the space ship.

    The levels do change into the game, with new colours and graphics, so there are new things to look forward to, just remember to keep shooting at the bonus blocks, the enemy and avoiding those bullets.

    Nice R-Type style ending and scrolling message.
    Scored 29980, level 25

    Perfect. Thanks for the information.
    Ill try to adjust the speed for 128kb version with the 70% EmuWiz one. Or perhaps a menu speed option

  • A great achievement. I think it's amazing to see something like this done only using software tricks without any hardware help on the Spectrum 48K. And it's not a demo, but a real playable finished game.
  • Ill try to adjust the speed for 128kb version with the 70% EmuWiz one. Or perhaps a menu speed option

    Yes, please give people a choice in the menu. And I promise to use Russian hacks no more ;)
  • please give people a choice in the menu. And I promise to use Russian hacks no more

    Your wish is our command, Ralf... We present to you, RetroForce128... If you visit http://zx-dev-conversions.proboards.com/thread/6/star-force-megaforce?page=4 , you can see our announcement for the new version of the game, which includes a speed option, sound effects, music and increases compatibility across many more ZX platforms now... Direct download can be found here: https://www.dropbox.com/s/otvamoyd9gbvwfd/RETROFORCE.rar?dl=1

    We hope it is to your satisfaction... ;)
    Thanked by 1JasonUK
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