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General Category => Games => Topic started by: roudoudou on 13:57, 14 November 17

Title: Ghosts'n Goblins (6128+ version)
Post by: roudoudou on 13:57, 14 November 17

EDIT: update with new vidéo




https://youtu.be/begnxQ6KqYw (https://youtu.be/begnxQ6KqYw)

Hi, Iron made a stream about the GnG version of Golem13


This was not the last beta so there is some visible bugs but you can already enjoy the title screen and the ingame smooth scroll



https://youtu.be/sAgUmyfRmuY?t=12m16s (https://youtu.be/sAgUmyfRmuY?t=12m16s)
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Sykobee (Briggsy) on 14:44, 14 November 17
Nice to see hi-res static text (with drop-shadow) over a scrolling mode 0 background there ...


I presume a render text to sprite routine, that can render 8 pixel lines of text to sprites in under 8 scanlines, and then updating the v-pos of the sprites?
Title: Re: Ghost'n Goblins (6128+ version)
Post by: AxelStone on 15:00, 14 November 17
Quite impressive, any playable demo?
Title: Re: Ghost'n Goblins (6128+ version)
Post by: DanyPPC on 18:23, 14 November 17
 :o  Another beautiful conversion for our loved CPC !


I'm impatient, when it will be released ?
Title: Re: Ghost'n Goblins (6128+ version)
Post by: roudoudou on 18:40, 14 November 17
the game is still in developpement and beta testing, i have no other information (maybe golem13 will answer)
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Golem13 on 12:16, 15 November 17
Hi,
If everything goes as planned, the game should be released next year.
Title: Re: Ghost'n Goblins (6128+ version)
Post by: tjohnson on 23:51, 15 November 17
Nice the youtube video looks very good, hopefully released early next year, next year could mean a 14 month wait
Title: Re: Ghost'n Goblins (6128+ version)
Post by: ukmarkh on 04:50, 16 November 17
Let's hope Green Beret is next  ;D
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Ygdrazil on 08:26, 16 November 17
Yes! Would be funny  ;)


Quote from: ukmarkh on 04:50, 16 November 17
Let's hope Green Beret is next  ;D
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Targhan on 11:03, 16 November 17
This is excellent stuff. Now you get me truly interested in the CPC+ power :).
Title: Re: Ghost'n Goblins (6128+ version)
Post by: pacomix on 15:06, 16 November 17
Impressive! It is like the arcade machine!!!


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Ghost'n Goblins (6128+ version)
Post by: felow on 15:27, 16 November 17
Really! Looks gigantic!
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Rhino on 20:40, 17 November 17
Looks fantastic!
I always loved this game and it will be a dream to be able to play it on CPC with this quality.

Title: Re: Ghost'n Goblins (6128+ version)
Post by: Shaun M. Neary on 02:11, 18 November 17
That looks amazing. Frustrating the job that was original done given what the machine was capable of!
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Golem13 on 02:13, 18 November 17
Thanks for all your messages.
They really touch me, and give me the energy to continue.

Because the poor quality of the first video, I post another one with a better resolution, taken from a most recent version. The video is taken from the WinAPE emulator and the colors are not really exact (wtf?!)
All is not shown, because I still want to keep the surprise of the following :-)

Please enjoy !

https://youtu.be/begnxQ6KqYw (https://youtu.be/begnxQ6KqYw)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Arnaud on 06:56, 18 November 17
How do you proceed to code GnG ? Have you access to internaly data or a kind of source code of the original game ?

I was thinking for example, of the draw of the background of the levels, or the behaviour of the monster.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: XeNoMoRPH on 08:20, 18 November 17
Really impressive  :o :o
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: kawickboy on 08:41, 18 November 17
keep the faith, we are all impatient.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: tjohnson on 08:56, 18 November 17
Very nice of looks like a very good conversion.  If only games of this quality had been available back in 1990.

Sent from my E5823 using Tapatalk

Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Captain Past on 11:21, 18 November 17
Great looking conversion. Very close to the arcade original. Since I don't own a 6128+ I'm keeping my fingers crossed this will work on the GX4000 as well.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: ukmarkh on 11:35, 18 November 17
Ex programmers and graphics artists the likes of Steve Pickford have gone on record to suggest the GX4000 and Plus range of computers weren't up to much, berating it almost, I wonder what their excuse will be when they see this [emoji23]


Sent from my iPhone using Tapatalk
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: tjohnson on 12:08, 18 November 17

Quote from: ukmarkh on 11:35, 18 November 17
Ex programmers and graphics artists the likes of Steve Pickford have gone on record to suggest the GX4000 and Plus range of computers weren't up to much, berating it almost, I wonder what their excuse will be when they see this (https://emoji.tapatalk-cdn.com/emoji23.png)


I don't know who this guy is but I guess in the context of the likes of Amiga capabilities it was too little too late, this is a great demonstrator but the graphical fidelity and sound capabilities are lower than the Amiga.  Had the gx4000/plus range come 2 years earlier it may have been successful, although honestly at the time I thought it seemed great, possibly because I didn't know any better as a teenager, but then clearly most others didn't agree and the rest is history.


Really looking forward to playing this, the original CPC version isn't awful, the thing that most stands out to me, is that the enemies come out the ground in the same place everytime, not the randomness of the original arcade or this version, so having a much more faithful version will be great.  Would be nice for more people to develop games for the plus range.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: roudoudou on 12:11, 18 November 17
The game will need a 6128+
Maybe it may work with memory expansion
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: ukmarkh on 14:09, 18 November 17
Quote from: roudoudou on 12:11, 18 November 17
The game will need a 6128+
Maybe it may work with memory expansion

Will it work on the GX4000? I mean it has to, right? [emoji15]


Sent from my iPhone using Tapatalk
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 14:08, 19 November 17
Quote from: Arnaud on 06:56, 18 November 17
How do you proceed to code GnG ? Have you access to internaly data or a kind of source code of the original game ?

I was thinking for example, of the draw of the background of the levels, or the behaviour of the monster.

We don't have any assets from the original rom, except pieces of sprites. All gfx data have been reproduced by the graphist Winner (coloring, sprites, tiles, levels designs, etc...). All musics and sfx have been composed by Ixien's ear. And for my part, I had no access to the code. I programmed everything from scratch directly in Z80 assembler by studying the behavior of the elements of the game and trying to reproduce almost identical.

And, sorry for my english. I am not very fluent.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 14:15, 19 November 17
Quote from: roudoudou on 12:11, 18 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.
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Golem13 on 14:19, 19 November 17
Quote from: Targhan on 11:03, 16 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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Token on 14:20, 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
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: tjohnson on 14:25, 19 November 17
Quote from: Golem13 on 14:15, 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?

Sent from my E5823 using Tapatalk

Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 14:27, 19 November 17
Quote from: tjohnson on 14:25, 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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: tjohnson on 14:29, 19 November 17
Great stuff, how big is the rom will need to get one to burn this onto for my 6128+

Sent from my E5823 using Tapatalk

Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 14:41, 19 November 17
Quote from: tjohnson on 14:29, 19 November 17
Great stuff, how big is the rom will need to get one to burn this onto for my 6128+

Sent from my E5823 using Tapatalk

The maximum size, 512 KB
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: made on 21:14, 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 )
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Neil79 on 00:05, 21 November 17
Ghosts 'n Goblins - Overhaul in development for the Amstrad CPC Plus gets an update video


(https://2.bp.blogspot.com/-9xtadb2MnVY/WhNb_XlMgkI/AAAAAAAAj2k/qZ25PquyMW4V_N6gsOYayiQBx8f027ZgQCLcBGAs/s640/GhostsnGoblins0.jpg)


http://www.indieretronews.com/2017/11/ghosts-n-goblins-overhaul-in_20.html
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Gryzor on 17:43, 20 January 18
Quote from: made on 21:14, 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 (https://www.kickstarter.com/projects/saintgeorgegame/saint-george-the-tree-of-secrets) )


Ouch that failed badly... how come? 
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: kawickboy on 11:20, 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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: tjohnson on 12:30, 30 January 18
Quote from: Gryzor on 17:43, 20 January 18

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

Sent from my E5823 using Tapatalk

Title: Re: Ghosts'n Goblins (6128+ version)
Post by: robcfg on 13:16, 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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: tjohnson on 14:28, 30 January 18
I didn't look at the detail but 130k is no small sum

Sent from my E5823 using Tapatalk

Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Shaun M. Neary on 14:30, 30 January 18
Quote from: tjohnson on 14:28, 30 January 18
I didn't look at the detail but 130k is no small sum

Sent from my E5823 using Tapatalk


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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: robcfg on 14:42, 30 January 18
Quote from: tjohnson on 14:28, 30 January 18
I didn't look at the detail but 130k is no small sum

Sent from my E5823 using Tapatalk


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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: andycadley on 19:31, 30 January 18

Quote from: tjohnson on 12:30, 30 January 18
Perhaps wanting €130k to develop the game was an issue...

Sent from my E5823 using Tapatalk
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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: tjohnson on 21:09, 30 January 18
Quote from: Shaun M. Neary on 14:30, 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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Shaun M. Neary on 21:48, 30 January 18
Quote from: tjohnson on 21:09, 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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: mahlemiut on 10:48, 31 January 18
Quote from: Shaun M. Neary on 21:48, 30 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).
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Shaun M. Neary on 10:53, 31 January 18
Quote from: mahlemiut on 10:48, 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. 
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: ||C|-|E|| on 19:46, 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
Title: Re: Ghost'n Goblins (6128+ version)
Post by: Golem13 on 12:36, 27 August 18
Quote from: Golem13 on 12:16, 15 November 17
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.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Gryzor on 12:42, 27 August 18
Thanks for the update mate :)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: JayBlood on 22:01, 28 August 18
Good news!! ;)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: jesusdelmas on 17:56, 29 August 18
Was not this game already released?
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 20:44, 29 August 18
Quote from: jesusdelmas on 17:56, 29 August 18
Was not this game already released?

I don't think so :-)
There is no public release of this game yet.

But you're probably confusing with the version written by XiFOS, which works on all computers PLUS, GX4000 included. Mine is only for 6128 PLUS (or patched GX4000, or 464 with at least 64KB more)
This is not the same adaptation.

The XiFOS' game thread is here:
http://www.cpcwiki.eu/forum/games/ghosts'n-goblins-gx4000-is-out-!/ (http://www.cpcwiki.eu/forum/games/ghosts'n-goblins-gx4000-is-out-!/)

Enjoy!
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: jesusdelmas on 20:57, 29 August 18
Oohh good to know it!! Waiting to see your game so.


:)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: VincentGR on 12:37, 31 August 18
I was confused too a couple of days ago but I saw that.
Two are better than one  ;D
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 14:30, 31 August 18
Quote from: VincentGR on 12:37, 31 August 18
I was confused too a couple of days ago but I saw that.
Two are better than one  ;D
Exactly, one does not prevent the other!

I do not know if this expression exists in English, and I do not know if I write English very well, probably not for both LOLILOL :-)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: VincentGR on 14:47, 31 August 18
Quote from: Golem13 on 14:30, 31 August 18
Exactly, one does not prevent the other!

I do not know if this expression exists in English, and I do not know if I write English very well, probably not for both LOLILOL :-)


Same here, so I completely understand  ;D ;D ;D
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Gryzor on 14:05, 27 November 18
So how do the two compare? I've missed out on both... :(
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: alex76gr on 08:16, 28 November 18
QuoteThis is not the same adaptation.

Both games are identical in graphics, sounds, controls and gameplay.
Why should they be considered as different adaptations?


Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Ace on 09:33, 28 November 18
Quote from: alex76gr on 08:16, 28 November 18
Both games are identical in graphics, sounds, controls and gameplay.
Why should they be considered as different adaptations?
Because of different coders? ...and source code of course. ::)
Besides that, they are not so identical. Look closely and you'll notice quite some differences...

Title: Re: Ghosts'n Goblins (6128+ version)
Post by: roudoudou on 09:46, 28 November 18
Quote from: alex76gr on 08:16, 28 November 18
Both games are identical in graphics, sounds, controls and gameplay.
Why should they be considered as different adaptations?
Because...      ...your first assertion is false?
The 6128 version use extended memory and an additionnal software sprite engine. Maybe a detail for you but the 6128 version can display moar objects at the same time. The menu with the HUD over the game is very nice and clever

The GX4000 version run on all CPC+ and own a wonderful intro screen.

Don't miss the point, versions are differents but both are great!



Title: Re: Ghosts'n Goblins (6128+ version)
Post by: alex76gr on 13:13, 28 November 18
Thanks for clearing it up. :)
What i said before wasn't an assertion but an observation as i loaded both versions and tried to find their differences.
Besides the intro screen and different credits on the title screen, i couldn't spot any other differences.
In addition, i tried sniffing my finger nails but that also failed helping me notice the better sprite engine of the 6128 version.


QuoteBecause of different coders? ...and source code of course.
Check the title screens of both games and read the credits. ::)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: andycadley on 20:28, 28 November 18
Quote from: alex76gr on 13:13, 28 November 18
Thanks for clearing it up. :)
What i said before wasn't an assertion but an observation as i loaded both versions and tried to find their differences.
Besides the intro screen and different credits on the title screen, i couldn't spot any other differences.
In addition, i tried sniffing my finger nails but that also failed helping me notice the better sprite engine of the 6128 version.

Check the title screens of both games and read the credits. ::)

As far as I am aware the 6128+ only version hasn't been released anywhere yet. Are you sure you aren't looking at two different releases of Xifos' GX4000 cartridge? There was quite an overhaul after the original release of it, with the proper ending and different music etc.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: remax on 14:28, 09 December 18
Quote from: andycadley on 20:28, 28 November 18
As far as I am aware the 6128+ only version hasn't been released anywhere yet. Are you sure you aren't looking at two different releases of Xifos' GX4000 cartridge? There was quite an overhaul after the original release of it, with the proper ending and different music etc.


Yeah, that's what i was wondering  :D
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 21:40, 08 October 19

Hello, everyone

In preparation for the next "Alchimie 13" meeting which will take place from 1 to 3 November 2019 in Tain L'Hermitage (France), here are some pictures of the game which will be freely playable in its latest version, on the Amstrad 6128 PLUS.

Developments are still progressing! Currently, levels 1 to 3 are playable, the others are partially implemented and still in progress. The current work mainly consists in approaching original patterns and behaviours, always paying close attention to details. My goal is to produce a pleasant and truly playable game, to offer a new Ghosts'n Goblins experience to the fans of the game.

That's why those who are interested will have to be a little more patient, the others can continue not to care ;-)

See you at Alchimie 13 !!

As a reminder:
- 512 KB cartridge for Amstrad 6128 PLUS (or 464+ or GX4000 with additional 64 KB)
- Hard sprites and soft sprites at the same time
- Smooth multidirectional scrolling (pixel precision)
- Stable display at 25 frames per second
- Original level design fully respected, all included
- Different levels of difficulty that increase during the game
- And much more......

(https://i.postimg.cc/Sx1jkfMJ/gng20191008-b.png)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: robcfg on 21:54, 08 October 19
2019 and the CPC and the Plus are still pretty much alive and kicking!


Looking forward to play it!
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Skunkfish on 23:08, 08 October 19
Looks fantastic!
I'm intrigued by the fact that this is a 128k only cart game, rather unusual to see...
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: JayBlood on 03:13, 09 October 19
See you at Alchimie 13! ;) The game is awesome in a real hardware. I see the first playable level at Alchimie 12. :) Impressive... :)

Title: Re: Ghosts'n Goblins (6128+ version)
Post by: norecess464 on 03:34, 09 October 19
YES!! Alchimie is going to be, once again, a fantastic year for the GX/Amstrad Plus machines..Can't wait to talk with you @Golem13 (http://www.cpcwiki.eu/forum/index.php?action=profile;u=1887) !
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: roudoudou on 06:54, 09 October 19
Even moar impressive is the size of the source code  :o
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: kawickboy on 08:43, 09 October 19
And what about the sound ? Tunes and FX ?
How many colours are displayed ?
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 15:19, 09 October 19
Quote from: kawickboy on 08:43, 09 October 19
And what about the sound ? Tunes and FX ?
How many colours are displayed ?
All available inks are used, 16 for the playing area and soft sprites, and 15 for hard sprites. The two HUDs in mode 1 display 7 more. For graphical integration reasons, of course there are crossovers between the two colour palettes (hard & soft).

Music and SFX are handled by Ixien, who has previously done a remarkable job on R-Type 128K, and here also signs a remarkable adaptation of Ghosts'n Goblins' ambiences with Amstrad's AY processor. He signs here very beautiful melodies, very well composed, all in harmony as he knows how to do so well.

Technically, Targhan's arkos 1 player is used, and the music is composed directly on starkos, on real hardware (so not the latest version of its software). Thanks to him.
Thanks also to Roudoudou for his fabulous assembler, the - so fast - RASM and R. Wilson for WinAPE and his brilliant debugger, without which nothing would have been possible, according to the established formula.
Thanks to them and their valuable work. They have my lifelong respect.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: XeNoMoRPH on 18:18, 09 October 19
Hi @Golem13 (http://www.cpcwiki.eu/forum/index.php?action=profile;u=1887)  !! exciting news, are you going to release a playable public version in the event? .. or you can only play there in the place?
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: remax on 19:19, 09 October 19
Quote from: Golem13 on 21:40, 08 October 19
Currently, levels 1 to 3 are playable,


Whaaaaaaaaaaat, there are other levels than 1 to 3 ?  ;D
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Rhino on 22:58, 09 October 19
Really impressive and very polished work!If you are going to release a physical edition, I would like to buy it to see this jewel in all its glory!
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Skunkfish on 23:53, 09 October 19
Quote from: Rhino on 22:58, 09 October 19
Really impressive and very polished work!If you are going to release a physical edition, I would like to buy it to see this jewel in all its glory!
If getting a license from Rebellion proved difficult, I'm imaging Capcom must be another level entirely!  :o
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: TotO on 06:57, 10 October 19

Quote from: Skunkfish on 23:53, 09 October 19If getting a license from Rebellion proved difficult, I'm imaging Capcom must be another level entirely! :o
Capcom have already published fan works and remakes into the past for their community. They are not dumb.  :-\
But, it was on popular systems... I doubt they will complain about 50 homemade games tribute for an unknown system.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Gryzor on 08:26, 10 October 19
Quote from: remax on 19:19, 09 October 19

Whaaaaaaaaaaat, there are other levels than 1 to 3 ?  ;D


Whaaaat there's more after level 1?
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: kawickboy on 20:31, 10 October 19
Even from core design, they are not protecting rick dangerous rights in the most clever way.... And the last commercial use is nearly 30 years old.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 11:36, 14 October 19
Quote from: Rhino on 22:58, 09 October 19
Really impressive and very polished work!If you are going to release a physical edition, I would like to buy it to see this jewel in all its glory!

Thank you for your attention. But at this point I haven't figured out how to distribute the game yet. And first I have to finish it lol.
But I can point out that technically, I don't know if it is possible, easy and profitable to make a PLUS stand alone cartridge.
Moreover, in view of the latest disappointments you have suffered with Pinball Dreams' rights, but also the judicious remarks of our fellow players about Capcom, it is very likely that I cannot sell anything without attracting the wrath of the video game capitalists.
And then, basically, it's not really the objective in my case to make money, even if I spent a considerable amount of time there. This is a deal with myself, like would I be able to do it?
In any case for me, this question is too early to give an appropriate answer.
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: TotO on 17:27, 14 October 19
2 weeks left...  :o

(http://www.cpcwiki.eu/forum/games/ghost'n-goblins-(6128-version)/?action=dlattach;attach=29761;image)
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: Golem13 on 20:18, 14 October 19
Quote from: TotO on 17:27, 14 October 19
2 weeks left...  :o


Oh, my God.  :o
It's okay, you're not putting any pressure on us at all, no no no  ;D :P
Title: Re: Ghosts'n Goblins (6128+ version)
Post by: TotO on 21:01, 14 October 19
No...  8) ;D
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