Author Topic: Ghosts'n Goblins (6128+ version)  (Read 7190 times)

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Offline Golem13

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Re: Ghosts'n Goblins (6128+ version)
« Reply #25 on: 15:15, 19 November 17 »
The game will need a 6128+
Maybe it may work with memory expansion

Currently, only a 6128 PLUS can launch the game.
A 464 PLUS (or a patched GX4000) should be able to run it if the memory extension meets the priority of the ASIC bank at #4000. The ASIC bank must have the highest priority, especially when using #C2 mode.

Offline Golem13

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Re: Ghost'n Goblins (6128+ version)
« Reply #26 on: 15:19, 19 November 17 »
This is excellent stuff. Now you get me truly interested in the CPC+ power :) .

Thank you for your contributions !! Especially, for Starkos and Arkos Tracker.

Offline Token

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Re: Ghosts'n Goblins (6128+ version)
« Reply #27 on: 15:20, 19 November 17 »
It was something on Youtube! The C64 remake was a masterpiece and now on Amstrad 6128+, now with the magician and frog, wow like a low-res arcade version.  8) 8) 8) and one of the best arcade ever, we are damn lucky!  ;) ;D

Offline tjohnson

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Re: Ghosts'n Goblins (6128+ version)
« Reply #28 on: 15:25, 19 November 17 »
Currently, only a 6128 PLUS can launch the game.
A 464 PLUS (or a patched GX4000) should be able to run it if the memory extension meets the priority of the ASIC bank at #4000. The ASIC bank must have the highest priority, especially when using #C2 mode.
Is it a disk load of a cartridge?

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Offline Golem13

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Re: Ghosts'n Goblins (6128+ version)
« Reply #29 on: 15:27, 19 November 17 »
Is it a disk load of a cartridge?

Cartridge.

I take the opportunity to greet and thank gerald for his fantastic card C4CPC without which nothing would be possible.

Offline tjohnson

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Re: Ghosts'n Goblins (6128+ version)
« Reply #30 on: 15:29, 19 November 17 »
Great stuff, how big is the rom will need to get one to burn this onto for my 6128+

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Offline Golem13

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Re: Ghosts'n Goblins (6128+ version)
« Reply #31 on: 15:41, 19 November 17 »
Great stuff, how big is the rom will need to get one to burn this onto for my 6128+

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The maximum size, 512 KB

Offline made

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Re: Ghosts'n Goblins (6128+ version)
« Reply #32 on: 22:14, 19 November 17 »
I'm so thrilled to see that project !!!! Keep up, and if you need any help, just ask. GNG has a special place in my heart :D


(proof > launched a love letter to GNG last week >
https://www.kickstarter.com/projects/saintgeorgegame/saint-george-the-tree-of-secrets )

Offline Neil79

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Re: Ghosts'n Goblins (6128+ version)
« Reply #33 on: 01:05, 21 November 17 »
Ghosts 'n Goblins - Overhaul in development for the Amstrad CPC Plus gets an update video





http://www.indieretronews.com/2017/11/ghosts-n-goblins-overhaul-in_20.html
The latest in Indie & Retro News!!! IndieRetroNews - Indie Retro News on twitter

Offline Gryzor

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Re: Ghosts'n Goblins (6128+ version)
« Reply #34 on: 18:43, 20 January 18 »
I'm so thrilled to see that project !!!! Keep up, and if you need any help, just ask. GNG has a special place in my heart :D


(proof > launched a love letter to GNG last week >

https://www.kickstarter.com/projects/saintgeorgegame/saint-george-the-tree-of-secrets )


Ouch that failed badly... how come? 

Offline kawickboy

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Re: Ghosts'n Goblins (6128+ version)
« Reply #35 on: 12:20, 30 January 18 »
There are far better than this. Cursed Castilla, a spanish freeware game on Windows/Mac/Linux got physical release of an enhanced edition on ps4/vita (vita still available on play-asia + Steam) and it's a masterpiece. Another work in progress multi-plateform game is Battle Princess Enjoy.


Ghost'n'Goblins and Ghouls'n'Ghosts are still quite popular in fact.

Offline tjohnson

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Re: Ghosts'n Goblins (6128+ version)
« Reply #36 on: 13:30, 30 January 18 »

Ouch that failed badly... how come?
Perhaps wanting €130k to develop the game was an issue...

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Offline robcfg

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Re: Ghosts'n Goblins (6128+ version)
« Reply #37 on: 14:16, 30 January 18 »
Well, taking into account the vast maps, the quality of the assets, the time needed to complete it, machines, licenses, etc... it's not a crazy amount of money.


Judging that they only raised $3097, they really did a bad job promoting the game, which is vital these days.


It's a pity nonetheless, as the game looks awesome. I hope they can find a way to make it happen, maybe Steam Greenlight.

Offline tjohnson

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Re: Ghosts'n Goblins (6128+ version)
« Reply #38 on: 15:28, 30 January 18 »
I didn't look at the detail but 130k is no small sum

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Offline Shaun M. Neary

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Re: Ghosts'n Goblins (6128+ version)
« Reply #39 on: 15:30, 30 January 18 »
I didn't look at the detail but 130k is no small sum

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It's not, but given that Ghosts N' Goblin's is one of Capcom's biggest cash cows. They weren't going to give the licence to use it away for buttons either.

Offline robcfg

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Re: Ghosts'n Goblins (6128+ version)
« Reply #40 on: 15:42, 30 January 18 »
I didn't look at the detail but 130k is no small sum

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The latest game in which I worked did cost several millions of euros to develop, so as soon you have more than 3-4 people on the team, the cost raises like hell.

Offline andycadley

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Re: Ghosts'n Goblins (6128+ version)
« Reply #41 on: 20:31, 30 January 18 »

Perhaps wanting €130k to develop the game was an issue...

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It's peanuts when you start talking about people having to actually earn a salary from doing the work rather than doing it as a hobby. Even without licensing rights, there is a lot of upfront risk that you need to mitigate in case sales don't pan out too. There's a reason most development is backed by big, wealthy publishing houses.

Offline tjohnson

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Re: Ghosts'n Goblins (6128+ version)
« Reply #42 on: 22:09, 30 January 18 »

It's not, but given that Ghosts N' Goblin's is one of Capcom's biggest cash cows. They weren't going to give the licence to use it away for buttons either.


Is it an official licence?  I didn't notice that when looking at the kickstarter.   It made reference to GnG I saw that.

Offline Shaun M. Neary

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Re: Ghosts'n Goblins (6128+ version)
« Reply #43 on: 22:48, 30 January 18 »

Is it an official licence?  I didn't notice that when looking at the kickstarter.   It made reference to GnG I saw that.
 


Doesn't matter. If they ran with a conversion without permission, it would land the entire team in deep doo doo. We're talking about a company who requested that TACGR remove images of Donkey Kong, etc.


Registered trade marks and copyright, etc.

Offline mahlemiut

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Re: Ghosts'n Goblins (6128+ version)
« Reply #44 on: 11:48, 31 January 18 »
 


Doesn't matter. If they ran with a conversion without permission, it would land the entire team in deep doo doo. We're talking about a company who requested that TACGR remove images of Donkey Kong, etc.


Registered trade marks and copyright, etc.
Are you talking about Capcom, or Nintendo?  Since that sounds like a very Nintendo thing to do (and Donkey Kong is Nintendo's property).
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Offline Shaun M. Neary

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Re: Ghosts'n Goblins (6128+ version)
« Reply #45 on: 11:53, 31 January 18 »
Are you talking about Capcom, or Nintendo?  Since that sounds like a very Nintendo thing to do (and Donkey Kong is Nintendo's property).

You're right. I got my wires crossed there. 

Offline ||C|-|E||

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Re: Ghosts'n Goblins (6128+ version)
« Reply #46 on: 20:46, 02 February 18 »
I would say that it failed for the lack of pixel art and detailed animations. Call me stupid, but I think that people prefers it rather than these other kind of graphics... it is a pity, in any case, there is a massive amount of nice work behind the project  :-X

Offline Golem13

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Re: Ghost'n Goblins (6128+ version)
« Reply #47 on: 14:36, 27 August 18 »
Hi,
If everything goes as planned, the game should be released next year.

Hello everybody !

To give you all news about this project, the game will not be ready for this year but it is still in development and is better now than the last video of the November 17 can show.
The first level is the only one that is fully playable with all arcade details, but the others are being integrated.

The game engine is now fully coded and powerful. The main work now is to develop and integrate all the enemies still missing, with a behavior as close as possible to the arcade. It is also necessary to adjust the level of difficulty (easy, normal, difficult, very difficult) with intermediate evolutions of it during the game (like the original).

Graphics, music and sfx are not final yet and need to be changed and adjusted on many points.

Overall, the project is progressing well, although slowly. If you have any questions about this project, do not hesitate, I will try to answer at best.
I will do, soon I hope, a new video, without revealing too much .... But there will be no public release for now.

Best regards to all.
« Last Edit: 16:15, 27 August 18 by Golem13 »

Offline Gryzor

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Re: Ghosts'n Goblins (6128+ version)
« Reply #48 on: 14:42, 27 August 18 »
Thanks for the update mate :)

Offline JayBlood

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Re: Ghosts'n Goblins (6128+ version)
« Reply #49 on: 00:01, 29 August 18 »
Good news!! ;)
Jay