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General Category => Games => Topic started by: Golem13 on 23:21, 09 April 20

Title: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 23:21, 09 April 20
Hey, everybody.

After 4 years of development of Ghosts 'n Goblins, you can finally enjoy our first public PREVIEW of the game. It offers only the first level but allows you to get an idea.

The game is a cartridge file, and runs on an Amstrad PLUS with at least 128K ram, or any emulator that can properly emulate the PLUS range like WinAPE or Sugarbox.

To access the game parameters, please press space or button 1 during cartridge boot.

Any feedback or questions can be made in this thread or on the gng128k[at]gmail.com mailbox.

Enjoy the game!

Golem13 / Winner / iXien

Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K
Post by: Phantomz on 23:24, 09 April 20

@Golem13 (https://www.cpcwiki.eu/forum/index.php?action=profile;u=1887)


Thank you so much for this, looking forward to checking it out.  8)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K
Post by: tjohnson on 23:34, 09 April 20
very cool, looks great, long time coming!!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: XeNoMoRPH on 06:34, 10 April 20

Very nice game , works fine with CPCEC emulator from @cngsoft (https://www.cpcwiki.eu/forum/index.php?action=profile;u=191)
https://youtu.be/wXspDNGTrHg (https://youtu.be/wXspDNGTrHg)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Deckard on 08:08, 10 April 20
Superbe. La (longue) attente valait le coup !
Vivement la version finale ! :)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: OneVision on 10:25, 10 April 20

G(n)G cher Golem !Vivement que tu finisses pour que tu t'occupes d'autres choses ...  :D ;D ;D ;D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Gryzor on 10:39, 10 April 20
Finally a version worthy of the CPC... :)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 11:21, 10 April 20
Very nice game , works fine with CPCEC emulator from @cngsoft (https://www.cpcwiki.eu/forum/index.php?action=profile;u=191)
https://youtu.be/wXspDNGTrHg (https://youtu.be/wXspDNGTrHg)


Hello, and thanks for your feedback.
Although it has rapidly improved over the last few weeks, the emulation is not yet perfect with CPCEC, of which I am following the development in real time with its author. I see some little glitches that shouldn't be there.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: XeNoMoRPH on 11:36, 10 April 20

Hello, and thanks for your feedback.
Although it has rapidly improved over the last few weeks, the emulation is not yet perfect with CPCEC, of which I am following the development in real time with its author. I see some little glitches that shouldn't be there.
I just realized that I have not used the - 20200406 - latest version of the CPCEC emulator, I have just used the previous version : 20200331
sorry  :(
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 12:35, 10 April 20
I just realized that I have not used the - 20200406 - latest version of the CPCEC emulator, I have just used the previous version : 20200331
sorry  :(


No worries :)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Targhan on 12:55, 10 April 20
I've already played at the Alchimie last year, ahah!! It was great already, well done! But I won't play it again... till I get the finished version!!
Great work.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: JayBlood on 14:49, 10 April 20
Yeeahh! Great! ;)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 19:32, 10 April 20
I've already played at the Alchimie last year, ahah!! It was great already, well done! But I won't play it again... till I get the finished version!!
Great work.


A little patience! Now we only released level 1, because we had talked about it, and given what we're going through, a little bit of fun was good too. Currently, levels 4, 5 and 6 are being implemented.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Hankroyd on 02:15, 11 April 20
I saw that on Twitch yesterday.


I created an account here just to thank you.


The game is impressive, you have really mastered the CPC+.


I'm very impatent to play the final version when it will be ready.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: ||C|-|E|| on 03:21, 11 April 20
It looks super cool! When it is finished it will be an awesome conversion.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: amijim on 08:47, 11 April 20
Very nice try , i would also like a ghouls and ghosts revision of the game.Once both the quarantine and the games completes , i can offer a week of free vacations in my hotel in Preveza Greece for each member of the team with their family on MAY or June or Sept .Keep up the good work and contact me for details!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: roudoudou on 11:04, 11 April 20

Very nice work. I can't realize how much passion is involved in this game  8)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Tarodius on 13:32, 11 April 20
Hello,


I am a new member, I would like to introduce myself briefly: Tarodius, Streamer / Youtubeur fan of the Amstrad CPC


I find this conversion much superior to that of the old amstrad CPC and above all very faithful to the Arcade version.


So I presented this preview on my Youtube channel and I share the link with you, hoping to make you a good ad with the fans of the Amstrad CPC on the French side.


Yours


Tarodius

https://youtu.be/prDgGP4ocJc (https://youtu.be/prDgGP4ocJc)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Arnaud on 13:51, 11 April 20
Welcome Tarodius,
i watch very often your videos.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: kawickboy on 16:16, 11 April 20
Congratulations for this masterpiece. One of the few CPC6128+ pride.
Is there some cheat or easter egg to discover ? I've just discovered the cybernoid one on Rtype128ko.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: norecess on 17:14, 11 April 20
Crafted with love and care. This will be a massive hit for the Amstrad Plus !! Thanks to the team behind this jewel
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Arnaud on 18:02, 11 April 20
It's always amazing to see what could have done with this machine and mostly with talented development team.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: tjohnson on 19:06, 11 April 20
It's always amazing to see what could have done with this machine and mostly with talented development team.


Yeah although 4 years and still in making, any company working to those timescales would be long bankrupt, I think that's one of the reasons why the quality of some modern developments can be higher. The constraint of getting the product developed and to market in a timescale that allows a profit is removed.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: TotO on 19:22, 11 April 20
Yeah although 4 years and still in making, any company working to those timescales would be long bankrupt
You can't compare one guy programming on its free time and a team payed to do that all the year.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: ComSoft6128 on 19:31, 11 April 20
A labour of love from dedicated programmers V a team working to a schedule because its just another paid job - I know what I prefer!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: JayBlood on 20:40, 11 April 20
Strongly a physical version of! :)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: tjohnson on 20:59, 11 April 20
You can't compare one guy programming on its free time and a team payed to do that all the year.
I wasn't hence my point, from what I understand most commercial games were knocked out on about a 12 week schedule with a small number of people, coder, graphics and music and probably the love and dedication that this development shows just wouldn't happen on a commercial release where a balance of quality and time is very important.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: roudoudou on 22:34, 11 April 20
You can't compare one guy programming on its free time and a team payed to do that all the year.
In addition to that, Golem programmed the Plus from scratch after a looooooooooong break
I know he doesn't like when people are talking about what will be after this but...
...i bet his next project (if any) will benefit reusable portions of code and experience learned with GnG+

Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 01:27, 12 April 20
In addition to that, Golem programmed the Plus from scratch after a looooooooooong break
I know he doesn't like when people are talking about what will be after this but...
...i bet his next project (if any) will benefit reusable portions of code and experience learned with GnG+


Indeed, there is now a lot of technical material. But it still depends a little on the type of game.
And it's not that I don't like it :-) it's that I don't know, I didn't project myself so far.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: iXien on 10:08, 12 April 20
I wasn't hence my point, from what I understand most commercial games were knocked out on about a 12 week schedule with a small number of people, coder, graphics and music and probably the love and dedication that this development shows just wouldn't happen on a commercial release where a balance of quality and time is very important.

You're right and we are all ok to say that it explains why a lot of arcade conversions on home computers were failure. Publishers as U.S.Gold or Activision gave only 1 or 2 months to isolated creators to make the job done. We have no time limit, it's just for fun and all is made on spare time, so if it needs 2 years more depending on the time we can devote to it, we will take this extra time. But I think that if all those conversions were developped in 6 or 7 months intensively by guys together in the same workspace, things should be so much different.


Nowadays, it's fun to offer the conversions we expected back at the time. That's all the interest  8)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 15:47, 12 April 20

That's right. We are not superhumans or better than those who came before us. Quite the contrary. But we're not ashamed to use what's available to us, powerful machines and lots of time, to produce what we dreamed of when we watched the game screenshots of 16-bit machines on our favourite magazines.

The reason I chose the 6128 PLUS is also to do the complete opposite of what was imposed by commercial rules that required making a game that works on all the machines in the range. Here we are using all the capabilities of the biggest stock machine in the range so that we have no regrets in the future. We won't have to ask ourselves what we could have done if we had used this or that which was available but never used? I know the machine is not very widespread, but we are lucky enough to be able to use very good emulators to enjoy it anyway.

Finally, this project is a way of coming full circle with our (my?) childhood, with this game that is so dear to my heart for what it meant to me.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Makaimura on 14:44, 17 April 20
It's not just a matter of time, today, thanks to the internet, we have a lot of information, access to the game's roms, more in-depth knowledge of the systems, and having the original game available to study it in every part, helps a lot the creative process.
Having said that, I am 47 years old, G'nG has always been one of my favorite games and I have played it on any platform and in any of its incarnations. So your version shouldn't have any effect on me.
And instead I found myself playing the demo with a stupid smile on my face, like when I was a kid in a arcade room and I saw and played what, I knew, I could never have found at home with the systems of the time.
Your work is impressive, incredible. The details, the graphics, the animations... Also the Princess looking up when the demon appear!
Thanks for taking me back many years.
I can't wait to play the full version.

P.s. The only details missing are the animated water and the grass in foreground that cover the Arthur feet in the first half of the level.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 23:25, 17 April 20
It's not just a matter of time, today, thanks to the internet, we have a lot of information, access to the game's roms, more in-depth knowledge of the systems, and having the original game available to study it in every part, helps a lot the creative process.
Having said that, I am 47 years old, G'nG has always been one of my favorite games and I have played it on any platform and in any of its incarnations. So your version shouldn't have any effect on me.
And instead I found myself playing the demo with a stupid smile on my face, like when I was a kid in a arcade room and I saw and played what, I knew, I could never have found at home with the systems of the time.
Your work is impressive, incredible. The details, the graphics, the animations... Also the Princess looking up when the demon appear!
Thanks for taking me back many years.
I can't wait to play the full version.

P.s. The only details missing are the animated water and the grass in foreground that cover the Arthur feet in the first half of the level.

Your comment was a real breath of fresh air for me today.
Otherwise, the two flaws you point out are perfectly right, I know them and as you have pointed them out, maybe I will take up the challenge  ;D
Thank you very much for this good energy.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: kawickboy on 13:20, 18 April 20
Do you think that a 64ko release should be possible ?
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Makaimura on 14:49, 19 April 20
Your comment was a real breath of fresh air for me today.
Otherwise, the two flaws you point out are perfectly right, I know them and as you have pointed them out, maybe I will take up the challenge  ;D
Thank you very much for this good energy.


 ;D  It was a real pleasure!

By the way, I only saw the system menu now... So many options, and... I can set the Japanese version ... Makaimura! You are a real, absolute genius ...

I want to say to you only another thing: If your version was released at the time, it would have been Amstrad' killer application.
Without thinking, I would have bought the system just to play this awesome conversion.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: TotO on 19:20, 19 April 20
I have not seen here the Xyphoe preview

https://youtu.be/-SP7iPC2hqY (https://youtu.be/-SP7iPC2hqY)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: retroman3 on 15:30, 21 April 20
Hey, everybody.

After 4 years of development of Ghosts 'n Goblins, you can finally enjoy our first public PREVIEW of the game. It offers only the first level but allows you to get an idea.

The game is a cartridge file, and runs on an Amstrad PLUS with at least 128K ram, or any emulator that can properly emulate the PLUS range like WinAPE or Sugarbox.

To access the game parameters, please press space or button 1 during cartridge boot.

Any feedback or questions can be made in this thread or on the gng128k[at]gmail.com mailbox.

Enjoy the game!

Golem13 / Winner / iXien
I have tested the game and its amazing . Congratulations for the game .I look forward  to play the other levels too.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 01:13, 25 April 20

 ;D  It was a real pleasure!

By the way, I only saw the system menu now... So many options, and... I can set the Japanese version ... Makaimura! You are a real, absolute genius ...

I want to say to you only another thing: If your version was released at the time, it would have been Amstrad' killer application.
Without thinking, I would have bought the system just to play this awesome conversion.

I just wanted to let you know that both of your requests have been fulfilled, and will be in the final version. It's been a pleasure, I'm happy as a child myself :-)

If I can contact you personally, I can show you what it looks like, in exclusivity... Send me a private message if you are interested.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 03:29, 25 April 20
Do you think that a 64ko release should be possible ?

Honestly, no, it seems really complicated. I'm really sorry.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Makaimura on 11:53, 27 April 20
I just wanted to let you know that both of your requests have been fulfilled, and will be in the final version. It's been a pleasure, I'm happy as a child myself :-)

If I can contact you personally, I can show you what it looks like, in exclusivity... Send me a private message if you are interested.
Sincerely... I have no word... I send a pv immediatly!!!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: AxelStone on 19:48, 28 April 20
Very impressive job! And for me it's quite curious that scene has been working in 2 versions in parallel, the one from GX4000 and this one for 6128+  :) . We only had the old CPC version and now we have 2 incredible ports!!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Makaimura on 11:37, 17 June 20
Hi Golem13, your silence is deafening!!!Please, share some news...  ;D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: retroman3 on 20:33, 16 July 20
Do we have Golem13  any news for the game Ghosts'n Goblins for Amstrad PLUS 128K ?
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: amijim on 12:59, 11 October 20
There is no need to say it once more but Golem you deserve one week vacation on May or June or Sept in my hotel in Greece Preveza after you finish your game as a kind gesture for your effort for the amstrad community.PM me for the details.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 22:20, 03 November 20
Hi Golem13, your silence is deafening!!!Please, share some news...  ;D


Very sorry for the rather long response time. The developments are continuing, and I think I'm at 90% on the code. I'll be sending some eye food soon.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 22:26, 03 November 20
Do we have Golem13  any news for the game Ghosts'n Goblins for Amstrad PLUS 128K ?


Thank you very much for your interest in the project.

As I said above, developments are continuing and I think I'm at 90%.
For your information, a lot of things have already changed and are changing since the public preview version simply because a new person that I like very much, very motivated and very talented has joined the team.
It takes time, but we're not sleeping at all. And let's not forget that we do it on our free time, just for the fun of Amstrad and Ghosts'n Goblins that we both love.
I'll say more about it soon.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: tjohnson on 02:40, 04 November 20
I just played the preview for the first time, very good, hard as nails!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 12:45, 05 November 20
I just played the preview for the first time, very good, hard as nails!

And then it won't spoil anything as ongoing adjustments will change what has been shown, to deliver a new game experience in the final delivery, both visually and in the behaviour of the entities.
Otherwise, although it's not yet well balanced in the preview (it's an overview and requires a lot of work and testing from different players), you can choose a difficulty level in the service menu (press space at boot time) so you don't get too angry :-)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: tjohnson on 23:05, 06 November 20
Hard as nails but really liked it, looks and plays very very well. Top work
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: TotO on 11:08, 07 November 20
Hard as nails but really liked it, looks and plays very very well. Top work
When I have worked for a video games company at the end of the 90's, I remember what the game designer said and it was something like: "when you are working on the same game since 2 years, you no more have the objectivity on its difficulty ". And "It is important to have a beta tester giving feedbacks about the game difficulty to do the balancing, else your game can looks great, the players will not have fun with"
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: VincentGR on 11:34, 07 November 20
Goblins and the sequel ghouls were always tough games, this version adds a point to authenticity.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: tjohnson on 12:29, 07 November 20
Yeah if it's too hard it goes from fun to frustrating and then you give up with the game.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 02:23, 24 February 21

In order to celebrate the last year of the development of this game -this year is strongly considered- I published this one year old video, before it is totally outdated :) Compared to what had already been released in last year's preview, part of the level 2 and vertical scrolling is visible. Nevertheless, at the moment all the levels are done, although some adjustments still need to be fine-tuned, such as the different levels of difficulty and some small bugs or graphic, sound and technical improvements.

Since this video capture, the gameplay has been significantly improved by being more precise, the sound atmosphere is more worked on (TotO's PlayCity is also managed as an option).
Importantly, the graphics have been improved and propel the visual experience into a new dimension. Thanks to a newcomer to the team, who is just incredibly talented and who will soon be introduced by his work. We are very lucky to have him on our side.

The project in its new form will be presented I hope soon.
Regards

https://youtu.be/o7yTi31thlw
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: XeNoMoRPH on 07:33, 24 February 21
The result is spectacular, I liked that the Playcity can be used to improve the sound since I have a unit
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Gryzor on 10:48, 24 February 21
Oh, I have a Playcity too! Time to put it to use!

This video already looks gorgeous...
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: GUNHED on 13:28, 24 February 21
Since this video capture, the gameplay has been significantly improved by being more precise, the sound atmosphere is more worked on (TotO's PlayCity is also managed as an option).
Great that you support the PlayCity!!!  :) :) :) 
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Makaimura on 17:14, 24 February 21
GREAT SCOTT!!! Fantastic news Golem13! I have already expressed myself several times on the goodness of this conversion which seems to be one of the best ever made for this 1985 masterpiece.
I look forward to seeing how the project has evolved.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: ||C|-|E|| on 21:00, 01 March 21
I cannot wait for it  :)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: JayBlood on 16:51, 02 March 21
Wow! Playcity working now? Great news! :)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Livingstone on 22:00, 02 March 21
In order to celebrate the last year of the development of this game -this year is strongly considered- I published this one year old video, before it is totally outdated :) Compared to what had already been released in last year's preview, part of the level 2 and vertical scrolling is visible. Nevertheless, at the moment all the levels are done, although some adjustments still need to be fine-tuned, such as the different levels of difficulty and some small bugs or graphic, sound and technical improvements.

Since this video capture, the gameplay has been significantly improved by being more precise, the sound atmosphere is more worked on (TotO's PlayCity is also managed as an option).
Importantly, the graphics have been improved and propel the visual experience into a new dimension. Thanks to a newcomer to the team, who is just incredibly talented and who will soon be introduced by his work. We are very lucky to have him on our side.

The project in its new form will be presented I hope soon.
Regards

https://youtu.be/o7yTi31thlw (https://youtu.be/o7yTi31thlw)
Sensational  :o
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Animalgril987 on 22:39, 02 March 21
I now wish I had a plus!! :D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: retroman3 on 02:56, 04 March 21
I hope this wont take long and we will have it soon. I am so anxious to play it.





Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 23:50, 17 May 21

I officialize today the joining of Mathieu Delaruelle aka Hwikaa ( 😍 ) for some time in the graphics team, replacing Thomas Ferté aka Winner who had done a great job ( 😘 ). He joins the team composed of myself on the code, and Julien Riet aka Ixien ( 🥳 ) on music and sounds.
Undeniably, we cross with his talent a level that propels the game in a new dimension 🍉🍈🍑🥥.
Important information that might be of interest: we're almost at the end!

Here's a small video that should show where we are from now on.

https://youtu.be/tZ_9zTFwrJY
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: gurneyh on 23:55, 17 May 21
It is magnificent!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Hwikaa on 23:58, 17 May 21
No, YOU are.  :D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Animalgril987 on 00:35, 18 May 21
I now wish I had a plus!!

I now REALLY wish I had a Plus!! :D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Targhan on 00:36, 18 May 21
I knew there was "something" between you two :). Excellent work!!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: XeNoMoRPH on 08:43, 18 May 21
I knew that I was right to acquire a CPC plus, to be able to enjoy these game  :o
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Gryzor on 11:47, 18 May 21
But how did you put a 68K in a CPC? :D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: villain on 11:50, 18 May 21
But how did you put a 68K in a CPC? :D


You probably never heard of emulation. Right? 😂
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: TotO on 11:54, 18 May 21
But how did you put a 68K in a CPC? :D
Useless. The SNES is a 8-bit system. :D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: roudoudou on 12:09, 18 May 21
GFX are gorgeous
OMAGAAAAA!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Gryzor on 12:11, 18 May 21
Useless. The SNES is a 8-bit system. :D

Can't compare apples with crap! :D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: VincentGR on 13:39, 18 May 21
Useless. The SNES is a 8-bit system. :D


+1
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: redbox on 13:49, 18 May 21
He joins the team composed of myself on the code

Looks like fantastic coding.

How do you get the MODE 1 text during the game and on the title screen over the MODE 0 background?  I assume you are multiplexing hardware sprites?
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: andycadley on 14:37, 18 May 21
I doubt you could multiplex and update the sprites quick enough. But even the "Take a key for coming in" is short enough that you can just write into about 11 sprites with careful positioning and have Mode 1 sized text.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: TotO on 14:59, 18 May 21
I doubt you could multiplex and update the sprites quick enough. But even the "Take a key for coming in" is short enough that you can just write into about 11 sprites with careful positioning and have Mode 1 sized text.
Here, the credits, scores and copyrights overlay the scrolling map.

https://www.youtube.com/watch?v=begnxQ6KqYw&t=50s (https://www.youtube.com/watch?v=begnxQ6KqYw&t=50s)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 15:21, 18 May 21
Looks like fantastic coding.

How do you get the MODE 1 text during the game and on the title screen over the MODE 0 background?  I assume you are multiplexing hardware sprites?


Yes, it's a very simple technique that consists of using hard sprite pieces cut via interrupts, with the mode 1 zoom, properly positioned in the right place. As realtime updates take time, you have to do them in a smart and minimal way during a VBL.

Here the video:
https://youtu.be/vXNKXixealY

See below, the structure of the screen you see:
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: roudoudou on 15:50, 18 May 21
I doubt you could multiplex and update the sprites quick enough. But even the "Take a key for coming in" is short enough that you can just write into about 11 sprites with careful positioning and have Mode 1 sized text.

you doubt but...
as you can see, with multiplexing you can repeat where it has to!

(https://i.postimg.cc/KjwwzH5m/gng-screen02.png)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: redbox on 15:52, 18 May 21
See below, the structure of the screen you see:

Excellent technique, especially combining the MODE changes with multiplexed sprites.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: norecess on 16:00, 18 May 21
Splendid work so far  :-*

@Hwikaa (https://www.cpcwiki.eu/forum/index.php?action=profile;u=494) 's iteration over the existing graphics is such a nice addition !

I can't wait to play the final version of the game... I suggest a release for Halloween, the theme would match perfectly  ;D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Hwikaa on 16:32, 18 May 21
Splendid work so far  :-*

@Hwikaa (https://www.cpcwiki.eu/forum/index.php?action=profile;u=494) 's iteration over the existing graphics is such a nice addition !
Thanks @norecess (https://www.cpcwiki.eu/forum/index.php?action=profile;u=2409) ! It means a lot to me.

Quote from: norecess
I can't wait to play the final version of the game... I suggest a release for Halloween, the theme would match perfectly  ;D
Nice idea, and we could celebrate my birthday at the same time!  :D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: andycadley on 16:49, 18 May 21
you doubt but...
as you can see, with multiplexing you can repeat where it has to!

(https://i.postimg.cc/KjwwzH5m/gng-screen02.png)


Yes, I'd missed that screen. I was thinking of trying to multiplex the horizontal text. If that's doing it by careful character splitting then that's insanely impressive. The vertical repetition should, in theory, be a bit easier as everything is spaced out reasonably well but even still rendering into the ASIC sprite memory is a PITA.


Looks like a damned fine bit of work all in all, can't wait to die repeatedly on the first few screens (all I ever did in every GaG game!)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Otto on 17:17, 18 May 21
Very impressive indeed, from the programming perspective and from the graphical perspective.
Which computer language is the game written with? Assembler, C, Pascal, ...?

Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 17:36, 18 May 21
Very impressive indeed, from the programming perspective and from the graphical perspective.
Which computer language is the game written with? Assembler, C, Pascal, ...?



It's 100% assembler, written from scratch.
All the code is written by myself, and part of it is generated by a back office also written by me. It takes care of compiling, preparing, formatting the necessary data (graphics as a board, music and sounds as ArkosTrackers mods). It is written in C# and runs under windows.
All the code is finally assembled with the very powerful RASM assembler from Roudoudou.
I only imported three external routines, the ZX0 and LZ48 compression/decompression, and the Arkos Tracker player code. I naturally took care to modify these codes, so that they fit perfectly, and meet exactly the needs of the game.
For emulation, I mainly work with WinAPE which remains the best choice in terms of programming thanks to its very powerful debugging and tracing interface. I use it as an execution machine because I develop with a simple NotePad++. For testing on a real machine, I use an Amstrad 6128 PLUS and an M4 card.
The backoffice, without human intervention from the beginning to the end of the generation of the final CPR, takes care of sending the cartridge either to WinAPE or to the real machine in Wifi, automatically. The fully industrialised process takes 10 to 15 seconds with a single click.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Makaimura on 18:32, 18 May 21
Impressive... Simply impressive. This conversion ranks as one of the best ever.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: mpanayiotakis on 22:34, 18 May 21
I knew that I was right to acquire a CPC plus, to be able to enjoy these game  :o
I've got a Plus too but how would you go playing a .cpr file on it?




M.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 22:44, 18 May 21
I've got a Plus too but how would you go playing a .cpr file on it?


You must acquire at least one of the following two cards:
C4CPC from Gerald (c4cpc .a.t. free.fr) --> http://www.cpcwiki.eu/index.php/C4CPC (http://http://www.cpcwiki.eu/index.php/C4CPC)
M4 from Duke (duke .a.t. spinpoint.org) --> http://www.spinpoint.org/2019/11/19/m4-board-guides/ (http://www.spinpoint.org/2019/11/19/m4-board-guides/)
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: mpanayiotakis on 22:56, 18 May 21

You must acquire at least one of the following two cards:
C4CPC from Gerald (c4cpc .a.t. free.fr) --> http://www.cpcwiki.eu/index.php/C4CPC (http://http://www.cpcwiki.eu/index.php/C4CPC)
M4 from Duke (duke .a.t. spinpoint.org) --> http://www.spinpoint.org/2019/11/19/m4-board-guides/ (http://www.spinpoint.org/2019/11/19/m4-board-guides/)
Thank you for the suggestions.. are they still in production? I vaguely remember looking for something like that some time ago and couldn't find a way to buy them..
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: Golem13 on 23:00, 18 May 21
Thank you for the suggestions.. are they still in production? I vaguely remember looking for something like that some time ago and couldn't find a way to buy them..

I suppose there may be gaps in production depending on orders and deliveries of electronic parts, but I don't think it is impossible to order these cards. I suggest you send an email to the contacts I gave you.
They are both on cpcwiki anyway :-)
I have both cards, both perfectly functional.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: eto on 08:47, 19 May 21
I don't think it is impossible to order these cards

Gerald recently posted that due to the shortage of components he is out of stock. So for now, the M4 is the only option.
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: TotO on 12:41, 19 May 21
Gerald recently posted that due to the shortage of components he is out of stock. So for now, the M4 is the only option.
The M4 can't be used on a GX4000, while the C4CPC is more appropriate for peoples wanting a plug&play cartridge system to play. Crossing fingers to see it back soon!
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: roudoudou on 12:45, 19 May 21

For GX4000 users there is M7 board from Duke too  ;D
Title: Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
Post by: eto on 13:00, 19 May 21
For GX4000 users there is M7 board from Duke too  ;D

Afaik that has never been finished and produced?! But it would of course be awesome.