Hi, I have started a remake of Explorer XXXI. I am using AGD so I do not have to remember all I knew from Spectrum programming, so I am taking step by step. AGD has some limitations, so I will not be able to do it as I thought in the beginning as the characters will have to be small (hence the title Mini Explorer XXXI) but I think I may be able to improve the playability, which was one of its weakest parts.
I have done a few screens and the main character already moves, but still no enemies and doing changes continuosly. I will try first to make it fully working and then how much I can refine it.
He empezado a hacer un remake del Explorer XXXI. Estoy usando AGD para no tener que reaprender de golpe todo lo que sabía de Spectrum, así voy pasito a pasito. Por supuesto, AGD tiene algunas limitaciones y no voy a poder hacerlo como pensaba en un principio porque los personajes van a ser pequeñitos (de ahí el título Mini Explorer XXXI), pero creo que si logro mejorar la jugabilidad que era de lo que cojeaba un poco, ya me sentiré contento.
Llevo unas cuantas pantallas hechas, el monigote se mueve, no hay enemigos, y estoy cambiando continuamente los gráficos. Voy a ver si consigo que funcione de principio a fin, y luego ya veré cuánto me lío.
Update: · Flying enemies more intelligent. · 2 moments with exit blocked, until you destroy enough enemies.
Hi Rafa! Welcome to the Spectrum development side after a few years!
I think its a great idea to take some of those Spanish games that back in the day lacked in playability and give us another try of enjoying them. I have to admit that Explorer XXXI has certain charm and I even have the cassette so I will be looking forward to seeing what comes up from this
I have almost all game playable, from start to last screen with Particle RZ-800. I'll begin to implement enemies and see what can I do. The player control is very similar to Jetpack, I was thinking about make another remake of Jetpack, but I don't want to be too selfish. xD
AGD is giving me some problems. I think there is something corrupted but I'll try to go forward and save the game data.
Hi Rafa! Looking good so far. I like the idea that the Jetpac is functional in this version as in the original one it was almost useless and a great waste since these types of extras normally give the game a special personality, so it looks like you are really stressing the remake in the improvable things of the original, which is one of the goals of the compo
Are you also drawing all the graphics and composing the music/fx?
Also, looks like you managed to get a fast grip of AGD as your progress seems to be quite fast!
Yes, I tried AGDX but found the same problems with 4.7. I think there is something data corrupted because program crash sometimes. I got export data to AGD multiplatform successfully, but I can't compile the assembler code. I used sjASMplus, but the game crash at init.
With default settings I can continue developing the game, but I'll feel safe if I could resolve tha problems.
One thing you can try is exporting data in sections, i.e start fresh and bring in sprites and so on. I could help with that if you want, you can contact me on facebook via the AGD page. Or message me on my itch page. We're working on an easier front end for the Windows version. It's still not very stable.
I am in a dead end. AGD 4.7 don't load last versions of game, but AGDX still do it. I think I must to try what you say, export data in sections. Your itch page... you mean AGDX_latest page? Or there is a way to send messages?
I updated first post with a playable version of Mini Explorer XXXI.
There are bugs (I am on it): sometimes the bullets sprite is not correct, the count of bullets and enemies sometimes is not correct and there is less than it should. I am trying to correct the bugs, but it semms difficult. In any days I will back to work and I don't know if I will have time to develop the game.
The truth is that everything is getting together quite nicely, the game improves the original in playability and difficulty level and it is now more enjoyable. I still have to play both versions one right after the other so compare with the highest accuracy. Not bad for your first project with AGD! And still maybe there are more things to put in there...
Hi there Rafa! I've played your first playable version to the end If I may, I'll give you some feedback:
- Enemy's bullets doesn't dissapear when they touch on you, and if you continue walking/flying at the same direction, it makes all your energy to run out very fast.
- I found the game very easy if you fly all the time, with no need to stay on the floor. Can you add some items on it to make the player to go down? For example: Extra life, bonuses, fuel for the jetpac or maybe parts of the final item?
- Why not replace the energy bar with Fuel on Jetpack? It would make it more challenging!
Anyway, good graphics, lovely movement on main character!
Thanks and good luck!
Last Edit: Aug 30, 2018 21:51:13 GMT by abusimbel: typo error
Hola Rafa! Esta tarde he completado la versión v.0.9b y aunque me ha costado he disfrutado con el ritmo frenético del juego! He optado por ir avanzando por el suelo y sólo usar el jetpack (un acierto limitar su uso) cuando hay que salvar un obstáculo en el terreno... y creo que es justo ahí donde la mecánica del juego adquiere mayor atractivo, pues estás expuesto a los dos tipos de enemigos...ahí hay potencial! Lo que creo que penaliza algo la jugabilidad es encontrar algún enemigo tanto al final de la pantalla (justo antes de pasar a la siguiente) como justo al entrar en una nueva sin apenas tiempo para reaccionar. Bueno, es solo una apreciación por si pudiera ayudarte y sobre todo mandarte mucho ánimo para continuar el proyecto, estaremos atentos a los avances.
Hi Rafa! This afternoon I have completed version v.0.9b and although it has cost me I have enjoyed the frantic pace of the game! I have chosen to go on the ground and only use the jetpack (a success limit its use) when you have to overcome an obstacle in the field ... and I think it is just there where the mechanics of the game becomes more attractive, because you are exposed to the two types of enemies ... there's potential there! What I think penalizes something the gameplay is to find some enemy both at the end of the screen (just before moving on to the next) and just entering a new one with hardly any time to react. Well, it's just an appreciation in case I could help you and above all send you a lot of encouragement to continue the proyect, we will be attentive to the advances!
Sí, tienes razón, los enemigos que te aparecen por la espalda al entrar en la pantalla son un poco problemáticos. Los que aparecen de frente creo que se pueden esquivar, estar más alerta, y a reaccionar, pero por detrás te rompen el ritmo casi siempre. Voy a ver si puedo ajustar eso un poco, aunque no sé muy bien cómo xD
Yes, you are right, the enemies appearing from behind are dangerous. If they appear in front of you, you can avoid and react with time, but from behind they always break your rhythm. I'll try to adjust that, but I don't know how yet xD
Cool game! One idea would be to experiment with other fuel reward mechanics like giving fuel only when you destroy enemies but also spend fuel when firing. Perhaps keep the flying robots blind as they are now but make them go to your position or even flee when you shoot.