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basementApe

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A member registered Jul 01, 2023 · View creator page →

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(2 edits)

Hmm. This might work: 



Not enough range in the palette to go as low contrast as the bg mountains you posted, but now there's a clear distinction between near and far bg at least

In the end I'll just have to mess around I think. I might decide to revert to a less detailed approach eventually, but in a different way than the old mountains. I'm starting to see why they don't work come to think of it

(2 edits)

Hey thanks for the feedback! I really appreciate it :)

I never cared much for the statues in the first place so that's a-okay :)

Fake tan... that does not sound great lol :o Check out the comparison gif below. It shows 0.50, 0.51, and the current changes: 

Between 0.50 and 0.51 there's not much visible change in this scene, apart from Rastan himself. On 0.52 I made the greens darker and more of a muddy yellow in the mid-range to make the mountain highlights less prominent and a smoother blend with the blues, at the cost of a little pop on the lizard folk.

I totally get ya with the mountain range receding into the background. The goal all along has been to try and get the enemies to pop with saturated, high contrast colors and use more muted ranges for the background to give a sense of distance, separate elements by visual priority and all that. It *is* tricky with only 16 colors that I can use freely ofc :) Change one color and you affect everything since they all do double-duty.

I wanted to give the mountains some more detail because I felt they looked a bit crude the way they were. There's been some grumbling from people about the detail levels on Stage 1-1 too, so yeah :) 

How does it look? Can't get around using greens completely, but hopefully the current contrast/saturation on em work better. 

Rastan is a full sprite now so I got more leeway with him (separate 16 color palette). I'm keeping the color differences between the sprite palette and main palette subtle tho so he can still revert to blitter drawing when needed.

EDIT: Oh, and don't worry about critiquing my stuff. Constructive criticism is always welcome! :D 

(1 edit)

Yeah, that's an area I need to tweak. Probably by elevating the platform more so the monsters below don't hog the blitter/CPU needlessly. Thx for pointing it out, it's easy to forget to come back to stuff like that :)

Thanks a lot, I really appreciate it!

Just trying to minimize the chances that the project vanishes into the Bermuda Triangle one fine morning : P

Thanks! Will investigate

Wow, thank you! I'm humbled :D

Yea that sounds about right. 

Also, some of the enemy AI is pretty sophisticated when you study it and the platforming challenges are really well thought out too. It's just not given proper time to breathe since the game tries so hard to hurry you along all the time so the kid next in line can spend all his quarters too : P 

Thanks! Great video, I identified quite a few pain points watching it :D

Gonna upload HD versions today :D

Yeah eventually

Thank you! I really appreciate that, and your earlier comment too : D 

There *are* areas on OCS/ECS/68000 that have slowdowns yeah. The judders are probably down to YT compression and emulator settings though. Real HW has slowdowns but no jerky screen updates.

I'm taking some inspiration from the SMS version, especially for the 3rd level which will have a slight ancient Greece theme for the field section to go with the harpies and medusas and all that. 

Update time at long last! I've been on a roll these last couple of weeks and got level 2-1 wrapped up, tweaks aside. Moving on to 2-2 next! Thanks everyone for your support and kind words! It means a lot :D

TY for the feeedback and kind words :D I think we've got the same mindset on this kind of thing. My approach is, like you pointed out, to try and bring the action (player, enemies, projectiles, interactive thingies) into focus with stronger colors, contrast, and details. But maybe I forgot about my own guidelines a little bit trying to bring things more in line with the arcade : P The cave texture is a good example of that. What I do like about it is it makes things look less samey.. I'll give this a think. 

100% agree on the statues tbh. They never made much sense to me, but again enough people missed them for me to give it a shot.

Version 0.33 uses a newer version of Scorpion so there might be some differences I need to account for there. I'll have to rework quite a few things anyway so hopefully I can get the speed back up

First off, thanks for the comprehensive feedback! You make a lot of good points, hadn't thought of a few of those :) 

- Password system is coming for sure

- I'm sorting out some incompatibilities with the latest Scorpion version, and then there's life stuff to deal with too. Hopefully I can get an update out before too long (the moving platform collision glitch in particular irks me)

- I see your point about bumping up the RAM req (nice color tweaks btw). I *might* do an AGA only version and do sth similar for that. In fact, why not? The OCS version will stay at the current req tho. Squeezing everything into those strict limits is part of the fun for me.

- High jumps are coming! Just haven't needed to put them in for level 1 so I didn't. But I will :) Not being able to change the mid-air trajectory is an arcade-thing... but we'll see. I've been taking quite a few liberties already heh

- The black line is a copper bug thingy that might be fixed in the latest SE, haven't tested yet.

Happy you like the boss! I'm real happy with how he turned out too :D

Coming soon! I got a pretty major bug I need to squash too

Thanks for playing! :D Looks like there's a moving platform bug there. Oh noes :| 

(1 edit)

Small Christmas update!

Version 0.33 revamps level 1-1 backgrounds to bring them a bit more in line with the arcade original. I've also made some tweaks to make that level flow a bit better, and finally proper checkpoint icons.

Sorry about the radio silence everyone! I hit some technical difficulties that made me put the project on hold, and then lots of life stuff happened, as it does sometimes.

I also wanted to say thank you to everyone for your support and kind words. It means a lot :D

I'm working on level 2 at the moment, and updating the project to work properly with the newest Scorpion version. I think I'll release new versions as new levels finish, with a password save system so you don't have to start from the beginning every time.

Got it! Extra continues are definitely coming along with tweaks to the difficulty and the general flow of things. Thank you both for the feedback :D

Thanks :)

o_0 Random hang-ups you say? On alpha 0.20? 0.20 was running dangerously close to the chip RAM limit so that could be it. If not then that sounds like something I should investigate.

Omg how did you manage to find all those bugs haha

Looks like there may be another bugfix update for the demo after all xD

Nice! I don't have an actual Amiga to test on so it's good to hear it runs as expected on the real thing :)

(1 edit)

Alpha 0.30 is out now!! New download above!

Changes from alpha 0.20 include:

- Overhauled and improved level 1-A music and sfx by Tsak!

- Major visual upgrades to level 1-A.

- Minor upgrades to level 1-B.

- Fixes most known bugs:

 * Fixed broken enemy projectile collisions.

 * Downward plunge attacks no longer glitch out.

 * Broken spine syndrome when turning around mid-attack fixed.

 * Same fix applied for respawning after death.

 * Fixed rope climb animation that wouldn't play sometimes.

- Gameplay enhancements:

 * Flamesword projectile collisions tweaked to be more effective.

 * Made collision boxes for downward plunge attacks bigger.

 * Widened rope collision boxes to make them easier to grab onto.

Thanks again everybody! I'm blown away by all the positive response, wow! 

There's a bit of a problem with HD loading atm, but I'll upload a HD version as well when it's all sorted out.

Thanks everybody, I'm glad you enjoy it :))