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Kyd Cadet - The Eyeburx Plee

Started by Hagedasch, 18:22, 31 August 20

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Hagedasch



Speccy Port (MPAGD)

Changelog:
All Sprites, Blocks/Tiles and Objects redrawn
New Loading Screen added
All Event Scripts modified
Five new Screens added
No sound effects

Thank you to:
Paul Jenkinson (Creator of the original Spectrum Version)
Jonathan Cauldwell (Creator of MPAGD)

Gryzor

Got to give this a try, it looks really cute!

||C|-|E||

Very nice! It reminds me Exolon  :)

Gryzor

Heh, I played it some :) It's nice and with very fluid movement, despite the slowdowns. Quite hard though!

Gryzor

A real shame this hasn't got more recognition... Nobody else played it?

XeNoMoRPH

Quote from: Gryzor on 13:48, 18 February 21
A real shame this hasn't got more recognition... Nobody else played it?
I was playing it, if it's entertaining, it's missing sound.
your amstrad news source in spanish language : https://auamstrad.es

Targhan

I admit I missed that one. Will try it this week end... That and the new version of Throne Legacy and Chaos Rising Part 2! So much to do... :).
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Gryzor

Yes, I don't know why it flew under the radar like that, it's a really cute and nice game. Sadly @Hagedasch hasn't logged in in months...

GUNHED

Just watched the video, a very precise port. Even the color bleeding is there.  ;) :)
http://futureos.de --> Get the revolutionary FutureOS (Update: 2023.11.30)
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Hagedasch

#9
I see what you did there Gryzor. And I have to admit that it works.  ;)

By the way, thanks for your kind words and thanks to everyone who played this version of Kyd Cadet.

MPAGD  is a really nice tool, but it still is a little bit buggy. Because of this I was really frustrated when I finally completed this port. And not being able to include any sound effects was disappointing as hell. But it still was nice to see that some people watched my video and that the game was downloaded quite a few times.

This motivated me enough to start work on another port. The game I choose is called Castle of Sorrow. The original version was created by a Spanish coder named ZXMan48k. After a few days I even figured out how to use the internal sound effect engine of MPAGD. Everything seemed to work out great this time, but then I learned why the internal sound effects are disabled by default. They are even more buggy than the other parts of this engine. Frustration kicked back in and I stopped my work on this second port. Looking back now, I guess my Castle of Sorrow port is better than I remembered it. Yes, the sound isn't as clean and ,,high quality" as I wanted it to be, but it still is much better than no sound at all. And the port is almost completed (90%), so maybe I should finish it now.

Please take a look at the video below and let me know what you think about it. Thanks again.


SRS

That's Donald Trump, isn't it ?
Which parts of MPAGD do not work for your games ? There are a lot of coders here that could fix the asm engine of cpc maybe.

GUNHED

http://futureos.de --> Get the revolutionary FutureOS (Update: 2023.11.30)
http://futureos.cpc-live.com/files/LambdaSpeak_RSX_by_TFM.zip --> Get the RSX-ROM for LambdaSpeak :-) (Updated: 2021.12.26)

Gryzor

Quote from: Hagedasch on 20:26, 19 February 21
I see what you did there Gryzor. And I have to admit that it works.  ;)

By the way, thanks for your kind words and thanks to everyone who played this version of Kyd Cadet.

MPAGD  is a really nice tool, but it still is a little bit buggy. Because of this I was really frustrated when I finally completed this port. And not being able to include any sound effects was disappointing as hell. But it still was nice to see that some people watched my video and that the game was downloaded quite a few times.

This motivated me enough to start work on another port. The game I choose is called Castle of Sorrow. The original version was created by a Spanish coder named ZXMan48k. After a few days I even figured out how to use the internal sound effect engine of MPAGD. Everything seemed to work out great this time, but then I learned why the internal sound effects are disabled by default. They are even more buggy than the other parts of this engine. Frustration kicked back in and I stopped my work on this second port. Looking back now, I guess my Castle of Sorrow port is better than I remembered it. Yes, the sound isn't as clean and ,,high quality" as I wanted it to be, but it still is much better than no sound at all. And the port is almost completed (90%), so maybe I should finish it now.

Please take a look at the video below and let me know what you think about it. Thanks again.



I really like what I see here. Apart from the colour clashing it looks like a very nice, really old-school game :) Can't see why not finishing it :)

Hagedasch

Quote from: SRS on 22:13, 19 February 21
That's Donald Trump, isn't it ?
Which parts of MPAGD do not work for your games ? There are a lot of coders here that could fix the asm engine of cpc maybe.

Don't get me wrong about the comments regarding the bugs in MPAGD. It's a great tool and I appreciate it very much. After all, it's only version 0.7.10, so there's still a long way to go before it's finished

But still, some MPAGD bugs are really annoying. For example, there is this problem with the sprite editor. It's meant to let you draw sprites in a 9x16 pixel grid. But no matter what you do, the right vertical line of this grid always stays black. For this reason, it is not possible to use a background color other than black. I mean, it is possible, but your sprites will look stupid if you do that. This bug has already been discussed in the AGD forum. Jonathan is aware of it, but he couldn't find the cause.

Another thing is the timing/speed of enemy sprite animations and movements. For whatever reason, it sometimes goes insanely fast on some screens when the player is standing still. It then slows down when you move the player sprite again, but it can easily ruin gameplay. If you look closely, you can see the problem in my Kyd Cadet video (at about 1:46, look at the robot in the left corner. Hard to see because I didn't let Kyd stand still).

And then there is the colour clash.  While it's not really a bug, it still can ruin your game. I hope someone will fix it at some point. Everything looks weird when using background objects like the ladders in Castle of Sorrow.

SRS

Well, no one that makes such games does not like MPAGD, I guess :)
About colour clash: not easy to fix. Sprite/Object/Player drawing is implemented as XOR sprite routine (see dline at EngineCPC), so that would have been changed to another technique.
Maybe storing background which sprite is painted on and masked sprite-painting, which would need at least twice sprite memory and painting time each.
And it would not look good in all use cases that way, too: it would need another information for tiles:    background, sprite can walk "over" it while drawing,
   foreground, so sprite would walk "behind"

In your example, should player walk before or behind ladders ?
That will add a lot more complications as to check where sprite is now and how it should be painted, I guess.


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