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Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]

Started by Golem13, 21:21, 09 April 20

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Skunkfish

An expanding array of hardware available at www.cpcstore.co.uk (and issue 4 of CPC Fanzine!)

Gryzor


dodogildo

A big Ghost'n Goblins fan, I've been collecting it on all platforms for years. This one looks better than the already great C64 and MSX remakes. 

I have only one problem: I don't own a 6128 Plus yet. :P 
I can hardly resist trying to do a 128K upgrade to my GX4000 just for this game. Of course, I don't know if I can do it but this is another story.  :picard:

norecess464

I love the graphics in the background !
My personal website: https://norecess.cpcscene.net
My current project is Sonic GX, a remake of Sonic the Hedgehog for the awesome Amstrad GX-4000 game console!

HAL6128


GUNHED

Really good video, one of the very few examples where we can see what the wonderful 6128 plus is able to do! Thanks a lot!  :) :) :)
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flolore

Update WIP 030 !!! :)
It's Awesome !


ervin

Gotta say, the cavern graphics are stunning!

norecess464

It's beautiful and looks like it plays really well!

On a side note, the music in that stage kind of reminds me of Renegade, haha :D
My personal website: https://norecess.cpcscene.net
My current project is Sonic GX, a remake of Sonic the Hedgehog for the awesome Amstrad GX-4000 game console!

ervin

Quote from: norecess464 on 15:14, 18 April 25It's beautiful and looks like it plays really well!

On a side note, the music in that stage kind of reminds me of Renegade, haha :D
I know what you mean regarding the music.  :)

The way the lava geysers go back down looks much nicer here than it does in the arcade version.

Maniac


Golem13

Yes, this is a video I posted 3 weeks ago publicly on my facebook account, totally forgetting to post it on yt.
Now I've done it, thanks for reposting it here ;)

As you can see, the graphics are a bit different from the arcade version. As they'd messed up the levels more after the 2nd one, with a bit of love, it's pretty easy to do better than the arcade.
Added to the fact that Hwikaa is a really talented graphic designer, the result is really astonishing. I should point out, though, that there are plenty of little glitches in the graphics (if you're quibbling), which will be fixed between now and the final version.

In this level, we opted for lava rather than fire, because we thought it was easier to render something of high quality. I'm very happy with it, as I am with the animation of the columns of fire, which I think are magnificent. You'll also notice that we've introduced a few little animations that are purely cosmetic (in this case the bubbles on the surface of the lava). The idea here is to use the machine time available to make the environment more lively and immersive, depending on the availability of ram and rom to store all these beautiful graphics. This will be the case for all levels where possible. It's certain that the 512K cartridge will be filled to the brim with ultra-compressed content. The limit will just be the maximum possible.

Someone in the comments of the video remarked that the hitboxes were optimal. This is indeed the case, everything is pixel-based in this adaptation (sprite/sprite collisions as well as sprite/decor collisions, everything is pixel-based). The boxes are decoupled from the display, so you can adjust them to suit the drawings you're seeing. I do a lot of tests to see how human reflexes react, whether at a given moment you thought you should be hit or not, and then I adjust the hitbox. You can see from the video that I get caught out once or twice, and that the game isn't punishing (apart from its natural difficulty).

For the anecdote, I made this video on a homeworking day, in the middle of the day and you can hear at 0:11 the sound of a teams notification, on the first pot ;) and I only noticed it after publication.

Thank you for your positive energy!
See you soon!
Take care!

Golem13

Just to see how far we've come, here's the version that was planned, before we started again with Hwikaa.


Solo Kazuki


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