Author Topic: Kitsune's Curse (Development)  (Read 5020 times)

0 Members and 1 Guest are viewing this topic.

Offline ervin

  • Supporter
  • 6128 Plus
  • *
  • Posts: 1.215
  • Country: au
    • index.php?action=treasury
  • Liked: 879
Re: Kitsune's Curse (Development)
« Reply #50 on: 11:44, 04 November 17 »
This is looking really promising.
I have to say - your pixel skills have come a long way as well. This is a very attractive game, even at this early stage!
My (cancelled) entry for the CPCRetroDev 2017 Competition http://www.cpcwiki.eu/forum/programming/my-cpcretrodev-2017-entry/
FAST line drawing in CPCtelera http://www.cpcwiki.eu/forum/programming/drawing-lines-with-cpctelera-sdcc/
RUNCPC My entry for the CPCRetroDev 2015 Competition http://www.cpc-power.com/index.php?page=detail&num=12494

Offline Gryzor

  • Administrator
  • 6128 Plus
  • *****
  • Posts: 14.530
  • Country: gr
  • CPC-Wiki maintainer
    • CPCWiki
  • Liked: 2681
Re: Kitsune's Curse (Development)
« Reply #51 on: 13:21, 04 November 17 »
Of course, with doors go keys :)


Looking better and better with each gif!

Online reidrac

  • Supporter
  • 6128 Plus
  • *
  • Posts: 607
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 1083
Re: Kitsune's Curse (Development)
« Reply #52 on: 00:15, 10 November 17 »
Quick update: moving platforms


https://twitter.com/reidrac/status/928745308477157378

At this point I think I have implemented the same functionality Golden Tail had; excluding enemies (I only have the "Oni head" for now).

I've been experimenting with the platform movement, but the best I can do is move 2 pixels every other frame, but it looks OK (doesn't it?). Definitely better than moving 1 pixel and having glitches derived of the 2 pixels per byte of mode 0.
Released The Return of Traxtor, Golden Tail, Magica and The Dawn of Kernel for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

Online reidrac

  • Supporter
  • 6128 Plus
  • *
  • Posts: 607
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 1083
Re: Kitsune's Curse (Development)
« Reply #53 on: 17:04, 26 November 17 »
Small update!


https://twitter.com/reidrac/status/934799033260036097

This is fixing something few people commented after playing Golden Tail: Kitsune died with a *puff*, using the same effect of the Kõga Magic.

That was easy (and cheap), but it had a problem when you were reappearing from using the magic and you ended on top of spikes (this wasn't a problem with water, as there was a "splash" effect).

So the end result was two puffs, and I agree it was confusing. If you're on top of the action, you may not miss what killed you, but if things happen fast... then it may feel unfair.

Anyway, small change but I think it improves things quite a lot.
Released The Return of Traxtor, Golden Tail, Magica and The Dawn of Kernel for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

Online reidrac

  • Supporter
  • 6128 Plus
  • *
  • Posts: 607
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 1083
Re: Kitsune's Curse (Development)
« Reply #54 on: 11:57, 03 December 17 »
Update time!

After I got a draft of the back story I've working on the graphics, and it is hard!

[attachimg=1]

One tip I got in gamedev few years ago was that you don't make the story and then the graphics; you make the best graphics you can come up with and then write the story so it fits.

This tileset is for the Sensō-ji temple (hopefully) where you'll have to steal one of the relics (the magic fan; although all is magic here I guess).

Anyway, slow progress is progress!
Released The Return of Traxtor, Golden Tail, Magica and The Dawn of Kernel for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

Online reidrac

  • Supporter
  • 6128 Plus
  • *
  • Posts: 607
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 1083
Re: Kitsune's Curse (Development)
« Reply #55 on: 00:13, 12 December 17 »
I'm back at it!


https://twitter.com/reidrac/status/940342083986055170

I've improved the tileset and I think I'm happy with it now. I'm working on a new enemy type: monks (for the temple).

At this point it is quite basic, and I'm struggling a bit to get the animation right. Because pixel alignment to the byte in mode 0 they look best when moving at 2 pixels per update, but then they move at the same speed as the player and... looks like they run!

I'm also undecided on their behavior. I've started with a basic "patrol" movement, but they may do something else (jump small gaps in the screen? flying kick? I don't know yet!).

EDIT: there was a bug!

Also, now I thing I got the right speed for the monks.


https://twitter.com/reidrac/status/940357981421604864
« Last Edit: 01:10, 12 December 17 by reidrac »
Released The Return of Traxtor, Golden Tail, Magica and The Dawn of Kernel for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

Offline ervin

  • Supporter
  • 6128 Plus
  • *
  • Posts: 1.215
  • Country: au
    • index.php?action=treasury
  • Liked: 879
Re: Kitsune's Curse (Development)
« Reply #56 on: 00:26, 12 December 17 »
I'm back at it!


https://twitter.com/reidrac/status/940342083986055170

I've improved the tileset and I think I'm happy with it now. I'm working on a new enemy type: monks (for the temple).

At this point it is quite basic, and I'm struggling a bit to get the animation right. Because pixel alignment to the byte in mode 0 they look best when moving at 2 pixels per update, but then they move at the same speed as the player and... looks like they run!

I'm also undecided on their behavior. I've started with a basic "patrol" movement, but they may do something else (jump small gaps in the screen? flying kick? I don't know yet!).


I really enjoy reading these updates. They give a very interesting insight into the development process.
The game is looking great so far, by the way.
My (cancelled) entry for the CPCRetroDev 2017 Competition http://www.cpcwiki.eu/forum/programming/my-cpcretrodev-2017-entry/
FAST line drawing in CPCtelera http://www.cpcwiki.eu/forum/programming/drawing-lines-with-cpctelera-sdcc/
RUNCPC My entry for the CPCRetroDev 2015 Competition http://www.cpc-power.com/index.php?page=detail&num=12494

Offline Gryzor

  • Administrator
  • 6128 Plus
  • *****
  • Posts: 14.530
  • Country: gr
  • CPC-Wiki maintainer
    • CPCWiki
  • Liked: 2681
Re: Kitsune's Curse (Development)
« Reply #57 on: 07:46, 12 December 17 »
I agree, it's quite interesting :)


I don't see what the problem with running monks is, apart from upping the difficulty?

Online reidrac

  • Supporter
  • 6128 Plus
  • *
  • Posts: 607
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 1083
Re: Kitsune's Curse (Development)
« Reply #58 on: 09:05, 12 December 17 »
I agree, it's quite interesting :)


I don't see what the problem with running monks is, apart from upping the difficulty?

Yes, it'd be quite hard.

Half speed is better I think. Other enemies will be faster, like the Oni Heads. But the heads can be avoided jumping or ducking, whilst the monks require magic.

Anyway, I'm glad you're enjoying the updates.
Released The Return of Traxtor, Golden Tail, Magica and The Dawn of Kernel for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

Online reidrac

  • Supporter
  • 6128 Plus
  • *
  • Posts: 607
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 1083
Re: Kitsune's Curse (Development)
« Reply #59 on: 17:34, 04 August 18 »
Update time!

And this is still on! I've backported all the improvements to the tile/sprite engine and the entity system from Kernel's code base to Kitsune's Curse and it all runs great. A bit faster, a bit less memory, all good!

When I left the game, the engine was almost completed. I would say around 80% (I still need to implement switches and few ideas that will push the gameplay to the next level compared to Golden Tail), so I'm going to start drawing enemies and tilesets; and I'm going to scrap all the story I had because I think that's a bad approach.

Basically I'm struggling to draw what I described in the story, so instead I think I'll start "discovering" what I can draw, and then I'll put the story together.

The end result will be better!
Released The Return of Traxtor, Golden Tail, Magica and The Dawn of Kernel for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

Offline Targhan

  • Supporter
  • 6128 Plus
  • *
  • Posts: 739
  • Country: fr
  • Liked: 658
Re: Kitsune's Curse (Development)
« Reply #60 on: 19:21, 04 August 18 »
Yaaaaay! The first episode was one of my favorite arcade game of these last years!

Online reidrac

  • Supporter
  • 6128 Plus
  • *
  • Posts: 607
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 1083
Re: Kitsune's Curse (Development)
« Reply #61 on: 22:41, 18 August 18 »
I've finished the ninjas. The cay use Kõga magic.

(please ignore the frame rate of the video)


https://twitter.com/reidrac/status/1030900684512747521

It works like Kitsune's Kõga magic, they can travel the same distance in the same time and also with the same rules (they won't hurt you when invisible).

They're "smart" and they look at the environment to move and decide what to do, deciding if a jump is possible or not.
Released The Return of Traxtor, Golden Tail, Magica and The Dawn of Kernel for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.