Author Topic: KillerWatt C64 - Amstrad Concept  (Read 2923 times)

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Offline invent

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KillerWatt C64 - Amstrad Concept
« on: 03:17, 25 May 16 »
Hi Everyone,


I'd love to see the game KillerWatt on the Amstrad (even if we have to focus on a GX4000 version) but before posting a few concepts, I have a question or two :)
One of the attractions of the game was the variable smooth scrolling.  The style of the game looks like it could be drawn using vectors? The same technique as Space Harrier on the Amstrad for example?
But would this be the best approach for this game?


For more info about the game please visit these links:


Longplay Video
[youtube][/youtube]
[youtube]https://www.youtube.com/watch?v=SgR2wGXwSL0[/youtube]
Killerwatt – C64-Wiki


In regards to the music, is it easy to convert C64 music into Amstrad? Curious how it might sound :)
Thanks in advance (screenshots coming)

[EDIT: PLEASE use the YouTube button to embed your videos!]


« Last Edit: 13:41, 25 May 16 by Gryzor »
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Offline andycadley

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Re: KillerWatt C64 - Amstrad Concept
« Reply #1 on: 11:09, 25 May 16 »
There would be no advantage in using vectors, Space Harrier is really only using them because doing 3D scaling on vectors is less intensive than scaling 2D sprites and since there is no scaling here you would gain nothing (if anything it probably gets harder to work with).

It doesn't exactly grab me as a particularly exciting concept, but I can't see any reason you couldn't code it for the Amstrad. As far as the music goes, it's not really possible to just take C64 SID music and convert it to the CPC's AY, so it's going to end up being a "reimaging" of the tune rather than something which sounds the same.

Offline EgoTrip

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Re: KillerWatt C64 - Amstrad Concept
« Reply #2 on: 14:44, 25 May 16 »
Poor whales (or dolphins or whatever they are). They are just playing in the water and they get slaughtered.
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Offline arnoldemu

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Re: KillerWatt C64 - Amstrad Concept
« Reply #3 on: 15:23, 25 May 16 »
There would be no advantage in using vectors, Space Harrier is really only using them because doing 3D scaling on vectors is less intensive than scaling 2D sprites and since there is no scaling here you would gain nothing (if anything it probably gets harder to work with).

I don't think Space Harrier uses vectors. When I looked at the code it appeared to be a form of compressed sprites! It draws them scanline by scanline. The advantage is that it only ever needs to draw the outline and not the inside.

It looks like vectors though and for a while I really thought it was.

I'm guessing KillerWatt is using tiles.



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Offline TMR

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Re: KillerWatt C64 - Amstrad Concept
« Reply #4 on: 02:10, 26 May 16 »
I'm guessing KillerWatt is using tiles.

Yes, it's character-based and i haven't looked but would be surprised if there were compression on the map.

Offline Sykobee (Briggsy)

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Re: KillerWatt C64 - Amstrad Concept
« Reply #5 on: 02:14, 26 May 16 »
Yeah, the main difficulty here is the variable speed smooth scrolling with inertia.


The Plus can do it of course, but the CPC has so many scrolling limitations ... horizontally.


So ... Verticalise It. A top-down vertically scrolling cave shooter in exactly the same style. :D


I'm sure the game on the C64 is using standard tile graphics despite the look of them, drawing vectors is fairly slow (especially on the C64 where writing a tile is writing a byte).

Offline TFM

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Re: KillerWatt C64 - Amstrad Concept
« Reply #6 on: 19:10, 26 May 16 »
Yeah, the main difficulty here is the variable speed smooth scrolling with inertia.
The Plus can do it of course, but the CPC has so many scrolling limitations ... horizontally.

Not alt all, the CPC can (horizontally) scroll very nice f.e. Burnin Wheels: Pixelwise scrolling in all directions.

The problem here is IMHO: Bad music, ugly GFX, stupid plot (kill everything. Ok, that's typical c64 of course) and no fun playing. Sorry not my cup of tea. But even with simple scrolling (byte wise, two byte wise) you can have this game on CPC. Using a 2nd screen you can scroll pixel wise. So a smooth speed up can be archived.  :)
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Re: KillerWatt C64 - Amstrad Concept
« Reply #7 on: 19:54, 26 May 16 »
Seems like a really difficult game, this KillerWatt  :)

Offline fgbrain

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Re: KillerWatt C64 - Amstrad Concept
« Reply #8 on: 20:39, 26 May 16 »
Looks abit like Anarchy to me.. with uglier gfx and different gameplay..

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Offline TFM

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Re: KillerWatt C64 - Amstrad Concept
« Reply #9 on: 20:53, 26 May 16 »
Looks abit like Anarchy to me.. with uglier gfx and different gameplay..


Good comparison, but Anarchy is more fun.  :)
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Offline Puresox

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Re: KillerWatt C64 - Amstrad Concept
« Reply #10 on: 22:13, 26 May 16 »
Anarchy? I really can't see the similarity?
The game seems very short and doesn't excite me much tbh

Offline TFM

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Re: KillerWatt C64 - Amstrad Concept
« Reply #11 on: 22:14, 26 May 16 »
Well, it scrolls left and right, also it has many levels.  :)
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Re: KillerWatt C64 - Amstrad Concept
« Reply #12 on: 23:24, 26 May 16 »
 :D

Offline invent

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Re: KillerWatt C64 - Amstrad Concept
« Reply #13 on: 02:02, 27 May 16 »
Thanks for showing interest in the thread and for the technical feedback :)
Below is a Title WIP. working with some dithering/transparency ideas.
I enjoyed playing the game back when my friend owned a C64. 


The idea of the thread was to have a bit of fun with CPC artwork/design :)


Anarchy game looks interesting.










« Last Edit: 02:04, 27 May 16 by invent »
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Offline Executioner

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Re: KillerWatt C64 - Amstrad Concept
« Reply #14 on: 02:17, 27 May 16 »
Reminds me more of Subterranean Stryker

Offline invent

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Re: KillerWatt C64 - Amstrad Concept
« Reply #15 on: 06:31, 27 May 16 »
Screenshot Concept :) 
16 Colours used at the top.


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Offline ||C|-|E||

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Re: KillerWatt C64 - Amstrad Concept
« Reply #16 on: 10:49, 27 May 16 »
Suddenly, it looks really great  :D

Offline TMR

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Re: KillerWatt C64 - Amstrad Concept
« Reply #17 on: 11:29, 27 May 16 »
Suddenly, it looks really great  :D

Actually, for it's age Killer Watt is... well, fun; there's no real variety and it just ramps the difficulty up on each stage but it's possible to get "into the zone" with it. But i'd probably choose either Trap or Phobia as my favourite games by the same coder, there's far more to be found in them.

Offline invent

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Re: KillerWatt C64 - Amstrad Concept
« Reply #18 on: 13:31, 27 May 16 »
Thankyou, Killerwatt reminded me of a variation of Defender type game.  I always thought the C64 game looked too simplistic (flat colours/lines) compared to the other games available, just wasn't sure if it used a different technique (eg drawing lines/vector shapes) over a tile based system.   

Suggesting other games that you might prefer on our CPC's is great already looked at Trap and Phobia (thanks ||C|-|E|| and TMR, might try see if there is a thread about that here or start a new one (please point me in the direction if there is one you know of).
While I work away on other projects for CPC (The Last UFO) for example I am really keen on knowing what people might like on our platform that never got published for whatever reason?
If anyone has a suggestion what a potential CPC game of another non CPC game would look like, I may be inclined to play around with some ideas.








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Offline TFM

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Re: KillerWatt C64 - Amstrad Concept
« Reply #19 on: 17:57, 27 May 16 »
Suddenly, it looks really great  :D


Just thought the same! What an improvement!  :)
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Offline invent

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Re: KillerWatt C64 - Amstrad Concept
« Reply #20 on: 11:08, 13 July 16 »
Hi Everyone,


Quick update, the title/spash page concept for Killerwatt.  I did delete some elements due to trying to cram too much into one image.
The attempt at the Alligator Logo (updated)


I've started working on the concept map (not screen) but might sit on it for a while and work on other projects :)




« Last Edit: 00:40, 14 July 16 by invent »
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Offline Devilmarkus

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Re: KillerWatt C64 - Amstrad Concept
« Reply #21 on: 14:20, 13 July 16 »
This looks cool so far ;)
My 2 cents:
Why don't you draw the Alligata logo in basic? :D
I slightly adapted it from "Who dares wins 2" ;)

Code: [Select]
10 SYMBOL 255,254,254,254,254,254,254,254
20 SYMBOL 254,1,3,7,15,31,63,127,0
30 MODE 1:INK 0,0:INK 1,21:INK 2,6:INK 3,26:BORDER 0:PRINT CHR$(23);CHR$(0)
40 FOR Y=224 TO 400 STEP 2:IF Y/16<>INT(Y/16) THEN MOVE 8,Y:DRAW 631,Y,1
50 NEXT
60 FOR L=1 TO 8:READ X1,X2:FOR X=X1 TO X2 STEP 16:MOVE X,224:DRAW X,400,0:NEXT:NEXT
70 Y=224:FOR X=8 TO 184 STEP 2:MOVE X,Y:DRAW X,400:Y=Y+2:NEXT:Y=224:FOR X=56 TO 200 STEP 2:MOVE X,224:DRAW X,Y:IF Y<352 THEN Y=Y+2
80 NEXT:FOR Y=224 TO 256 STEP 2:MOVE 416,Y:DRAW 640,Y:MOVE 232,Y:IF Y<240 THEN DRAW 336,Y ELSE DRAW 384,Y
90 NEXT:FOR Y=351 TO 400 STEP 2:MOVE 500,Y:IF Y<368 THEN DRAW 300,Y ELSE DRAW 334,Y
100 MOVE 640,Y:IF Y<384 THEN DRAW 550,Y ELSE DRAW 532,Y
110 NEXT:FOR Y=272 TO 304 STEP 2:MOVE 450,Y:DRAW 466,Y:MOVE 582,Y:DRAW 598,Y:NEXT
120 FOR Y=288 TO 352 STEP 2:MOVE 532,Y:DRAW 548,Y:IF Y<320 THEN MOVE 368,Y:DRAW 384,Y
130 NEXT:FOR Y=320 TO 336 STEP 2:MOVE 418,Y:DRAW 466,Y:MOVE 550,Y:DRAW 598,Y:NEXT
140 PLOT -2,-2,2:X=56:PRINT CHR$(23);CHR$(1):FOR Y=238 TO 350 STEP 16:MOVE X,Y:PRINT CHR$(5);CHR$(254):MOVE 184,Y:PRINT CHR$(5);CHR$(254):X=X+16:NEXT:PRINT CHR$(23);CHR$(0):MOVE 138,366:PRINT CHR$(5);CHR$(255)
150 M$="THE SOFTWARE WITH BITE":PEN 1:LOCATE 9,13:PRINT M$ :M$="presents":PEN 2:LOCATE 16,16:PEN 2:PRINT M$
160 M$=T$:PEN 3:LOCATE 20-(LEN(M$)/2),19:PRINT M$
170 GOTO 170
180 DATA 8,232,234,266,268,300,302,334,336,416,418,498,500,548,550,630

Also your Alligata logo has a wrong G character. So you can draw it without the nose cut:

[attachimg=1]
« Last Edit: 14:33, 13 July 16 by Devilmarkus »
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Offline Carnivius

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Re: KillerWatt C64 - Amstrad Concept
« Reply #22 on: 14:42, 13 July 16 »
This looks cool so far ;)
My 2 cents:
Why don't you draw the Alligata logo in basic? :D
I slightly adapted it from "Who dares wins 2" ;)

Code: [Select]
10 SYMBOL 255,254,254,254,254,254,254,254
20 SYMBOL 254,1,3,7,15,31,63,127,0
30 MODE 1:INK 0,0:INK 1,21:INK 2,6:INK 3,26:BORDER 0:PRINT CHR$(23);CHR$(0)
40 FOR Y=224 TO 400 STEP 2:IF Y/16<>INT(Y/16) THEN MOVE 8,Y:DRAW 631,Y,1
50 NEXT
60 FOR L=1 TO 8:READ X1,X2:FOR X=X1 TO X2 STEP 16:MOVE X,224:DRAW X,400,0:NEXT:NEXT
70 Y=224:FOR X=8 TO 184 STEP 2:MOVE X,Y:DRAW X,400:Y=Y+2:NEXT:Y=224:FOR X=56 TO 200 STEP 2:MOVE X,224:DRAW X,Y:IF Y<352 THEN Y=Y+2
80 NEXT:FOR Y=224 TO 256 STEP 2:MOVE 416,Y:DRAW 640,Y:MOVE 232,Y:IF Y<240 THEN DRAW 336,Y ELSE DRAW 384,Y
90 NEXT:FOR Y=351 TO 400 STEP 2:MOVE 500,Y:IF Y<368 THEN DRAW 300,Y ELSE DRAW 334,Y
100 MOVE 640,Y:IF Y<384 THEN DRAW 550,Y ELSE DRAW 532,Y
110 NEXT:FOR Y=272 TO 304 STEP 2:MOVE 450,Y:DRAW 466,Y:MOVE 582,Y:DRAW 598,Y:NEXT
120 FOR Y=288 TO 352 STEP 2:MOVE 532,Y:DRAW 548,Y:IF Y<320 THEN MOVE 368,Y:DRAW 384,Y
130 NEXT:FOR Y=320 TO 336 STEP 2:MOVE 418,Y:DRAW 466,Y:MOVE 550,Y:DRAW 598,Y:NEXT
140 PLOT -2,-2,2:X=56:PRINT CHR$(23);CHR$(1):FOR Y=238 TO 350 STEP 16:MOVE X,Y:PRINT CHR$(5);CHR$(254):MOVE 184,Y:PRINT CHR$(5);CHR$(254):X=X+16:NEXT:PRINT CHR$(23);CHR$(0):MOVE 138,366:PRINT CHR$(5);CHR$(255)
150 M$="THE SOFTWARE WITH BITE":PEN 1:LOCATE 9,13:PRINT M$ :M$="presents":PEN 2:LOCATE 16,16:PEN 2:PRINT M$
160 M$=T$:PEN 3:LOCATE 20-(LEN(M$)/2),19:PRINT M$
170 GOTO 170
180 DATA 8,232,234,266,268,300,302,334,336,416,418,498,500,548,550,630


That was fun to copy/paste and watch it be drawn. :)
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Re: KillerWatt C64 - Amstrad Concept
« Reply #23 on: 16:51, 13 July 16 »

That was fun to copy/paste and watch it be drawn. :)


I used the original logo-code from the game "Who dares wins 2", I just added teeth and the eye...
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Offline invent

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Re: KillerWatt C64 - Amstrad Concept
« Reply #24 on: 02:27, 14 July 16 »
Hi Devilmarkus,


Thanks for pointing out the error, fits well now (updated image in post).
Nice adaption in basic was just viewing who dares wins 2 animation


Mode 1 version looks good Carnivius thanks for screenshot :)
I was curious of the animation using WinApe and recorded the animated gif version.


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