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Post by rafavico on Aug 14, 2018 11:32:09 GMT
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. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hola. 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: · Difficulty updated · Added music (thanks to Sergio theP0pE for sound AY code) · Added loading screen (thanks to Igor Errazking) I let this version as 1.0, maybe I have to fix some detail, but the game is complete now. MiniExplorer31_v1.0.tzx (46.25 KB)
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Post by Admin on Aug 14, 2018 21:09:23 GMT
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
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Post by rafavico on Aug 18, 2018 18:49:22 GMT
Screens. DONE Hero. DONE Jetpack. DONE (and functional in this remake xD) Bullets. DONE Finish Line. DONE Enemies.... Ups! 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. Some screens.
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Post by Admin on Aug 18, 2018 22:33:47 GMT
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!
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Post by Ariel Endaraues on Aug 19, 2018 4:50:12 GMT
Hi Rafa! The project looks good! I like a lot the graphic part, lots of luck!
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Hola Rafa! tiene muy buena pinta el proyecto! me encanta el aspecto gráfico. Mucha Suerte!
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Post by rafavico on Aug 19, 2018 11:19:45 GMT
AGD is very easy, only have to read the manual. I am drawing the graphics, like in old times. Anyway I am not happy with all of them, perhaps redraw some. I wait AGD don't crash at the end.
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Post by Highrise on Aug 20, 2018 10:32:16 GMT
Looks nice! I don't know if you have tried AGDX but it can help make the process of building games in AGD a little easier with lots of new options. It's free and it has its own manual and directions. highriser.itch.io/agdx-latest
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Post by rafavico on Aug 20, 2018 17:08:26 GMT
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.
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Post by Highrise on Aug 20, 2018 18:14:36 GMT
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.
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Post by rafavico on Aug 20, 2018 18:41:27 GMT
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?
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Post by rafavico on Aug 24, 2018 11:19:31 GMT
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. I wait for feedback...
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Post by Admin on Aug 30, 2018 20:47:26 GMT
Hi Rafa! 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...
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Post by abusimbel on Aug 30, 2018 21:48:38 GMT
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!
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Post by rafavico on Sept 1, 2018 9:30:41 GMT
Thank you for your comments. I was thinking some ways to make the player down to floor. The idea about replace energy by fuel is good, i have to test it. Life in the floor is not very easy anyway xD. Maybe i could add some bonus and remove any enemy, this way you can to breath a little.
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Post by Admin on Sept 1, 2018 10:44:54 GMT
Adding a Fuel bar for the Jetpac would be a good idea to balance the game but please don´t change the life and keep also the energy bar
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Post by rafavico on Sept 1, 2018 22:31:03 GMT
I updated the version with some changes. in the first post. - Enemy bullets dissapear when hit you. - Added a Fuel bar, it recharges when stay on floor. This require some strategy when flying the levels, and look for a safe place to land. I have only 500 bytes free, so there is no much space to add things. I can't locate the bug about enemy and bullets count, but I'l try to find it. The new hud is this...
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Post by rafavico on Sept 4, 2018 20:48:42 GMT
I updated a new version in the first post.
- The difficulty is lower, and flying enemies less agressive. - I think all the bugs come from there was too much sprites. I limited the number of sprites a little a it seems work ok, for now.
You can test it.
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Post by javierq on Sept 4, 2018 21:37:54 GMT
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.
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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!
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Post by Admin on Sept 5, 2018 5:05:07 GMT
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Post by rafavico on Sept 5, 2018 11:57:06 GMT
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
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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
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Post by rafavico on Sept 8, 2018 14:57:14 GMT
I updated a new version in first post. The enemies don't spawn behind you when enter in screen (only in floor). It gives you a seconds to fight them.
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Post by Admin on Sept 8, 2018 15:38:09 GMT
I updated a new version in first post. The enemies don't spawn behind you when enter in screen (only in floor). It gives you a seconds to fight them. Completed it now at the first try! Maybe a bit too easy...
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Post by rafavico on Sept 8, 2018 15:46:00 GMT
I hate you all. xD Let me see what can I do.
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Post by hikoki on Sept 8, 2018 16:04:52 GMT
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.
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Post by rafavico on Sept 8, 2018 17:28:17 GMT
I'll try something, but I have not very much free memory (500 bytes). Have to think well what to do.
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