Author Topic: Edge Grinder released (really - DKS inside) - NEW GAME! WHAAAAAA!  (Read 12671 times)

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Offline Gryzor

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(from Oldschool Gaming, minutes ago):
Paul Kooistra, developer of much shooty goodness for the Amstrad CPC, has just finished his version of Edge Grinder. The game, started as a collaborative competition at Oldschool Gaming's sister site Format War, is a caravan-style horizontally scrolling shoot 'em up where the challenge is to rack up the highest score possible.
Here!
Now, where's that dsk?


« Last Edit: 17:19, 22 September 11 by Gryzor »

Offline redbox

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OMG.

It's awesome.

Wonder if the R3 scrolling will work with my modulator?



Now, where's that dsk?



Here:

norecess

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Congratulations to everyone involved in this game. This is actually quite a good surprise to discover it !
Gameplay is really fun and addictive. It's also very hard to beat it !!!!  :D  Can't wait to get myself deeper in this game.


Offline TFM

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Beautiful, fluid, great game. But way too hard, and just 3 lives is nothing.
I suggest an autofire joystick, without one, you're done :-)
 
Is there an emualtor, which is capable of autofire? Markus?
 
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norecess

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But way too hard, and just 3 lives is nothing.


Actually, I found difficulty was well balanced.


Cybernoid, Rick Dangerous... they are good examples of hard but good games.
« Last Edit: 02:59, 19 September 11 by norecess »

Offline ervin

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Technically STUNNING, and a great game too!
I guess the difficulty is kinda the point, considering that it is a simple score attack game (from what I can ascertain).
 
Who woulda thought - super smooth full-screen horizontal scrolling on a cpc!
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Offline TFM

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Cybernoid, Rick Dangerous... they are good examples of hard but good games.
Well, Cybernoid was easy for me. And RD was easier than EG, because there is no time pressure. But maybe it's just due to changing times...
 
Who woulda thought - super smooth full-screen horizontal scrolling on a cpc!
It's not full-screen.
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Offline ervin

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It's not full-screen.

Indeed. Perhaps I should have said "full-ish" screen, or full-width screen.
(Of course it's not full-height).
 
Having said that, I've just taken a closer look, and the playing area seems to be 156 mode 0 pixels wide, instead of 160. Interesting...
 
Regardless, an amazing technical achievement.
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Offline MacDeath

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Quote
It's not full-screen.
Yeah but it looks like it is in almost "normal 320x200" which is far better than so many speccy ports or even spanish games in "256x192"... or even less...

Quote
and the playing area seems to be 156 mode 0 pixels wide, instead of 160. Interesting...
One character to get the scrolling erased properly ?


Anyway, I have too few pictures to compair but it clearly looks more coloured on CPC as usual.

C64 :



CPC (yet not the same part)


Sadly the few visual are clearly ported from the C64...
I mean, to get a gradiant going from Dark Red (=brown) to Cyan or Green is clearly C64ish ports.

But I'm OK with this, still look saucy and juicy good.

While some tiles (= most) on C64 has only 3 colours+black, the CPC looks like being in 4 colours + black.

Every thing is +1 colour thx to the No Attribute limitation stuff... sadly the Palette on CPC can't always handle this so well, but hey, the 16 colours max limitation per rasterzone is also a brake.

And to redo graphics while respecting original design is such a paiu in the A$$ wen you port from C64 to CPC...
Still certainly a lot of job to add the Extra ink on every graphics... well done.

And I haven't found the Sprites and Tiles sheet on CPC version... which would be quite interesting.

Just a question : is there any Raster for the HUD ?

Probably as I can count 13 colours for ingame window and 13 colours for the HUD only but total 17 colour on the full screenshot (the CPC screenshot already posted here)...
« Last Edit: 09:54, 19 September 11 by MacDeath »

Offline SuTeKH/Epyteor

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Stunning game... on both formats! Our graphics are a lot more colourful, though; the C64 sprites seem a little washed-out.
Also, the C64's collision detection is a lot more forgiving than the CPC version, which is why I can hardly get 40,000 on our version but easily get 70,000 on the C64.
 
 
Oooh, and we get a cool loading screen, too!
 
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