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T-Bone6's Journal What What!?

#151 User is offline   Dr Lancer-X 

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Posted 22 January 2010 - 12:48 AM

Could you explain that a little better? On a 400x25 board I tried this:

set "spr0_refx" to 1
set "spr0_refy" to 0
set "spr0_width" to 4
set "spr0_height" to 4
set "spr0_cx" to 0
set "spr0_cy" to 0
set "spr0_cwidth" to 4
set "spr0_cheight" to 4
set "spr1_refx" to 1
set "spr1_refy" to 0
set "spr1_width" to 4
set "spr1_height" to 4
set "spr1_cx" to 0
set "spr1_cy" to 0
set "spr1_cwidth" to 4
set "spr1_cheight" to 4

put c?? Sprite p00 at 301 10
put c?? Sprite p01 at 303 12
if c?? Sprite_colliding p01 at 0 0 then "is_working"
[ "Isn't working; bug in MZX"
end
: "is_working"
[ "Works fine"

and there seem to be no problems
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<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#152 User is offline   T-Bone 

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Posted 22 January 2010 - 08:49 PM

View PostLancer-X, on Jan 21 2010, 07:48 PM, said:

Could you explain that a little better? On a 400x25 board I tried this:

set "spr0_refx" to 1
set "spr0_refy" to 0
set "spr0_width" to 4
set "spr0_height" to 4
set "spr0_cx" to 0
set "spr0_cy" to 0
set "spr0_cwidth" to 4
set "spr0_cheight" to 4
set "spr1_refx" to 1
set "spr1_refy" to 0
set "spr1_width" to 4
set "spr1_height" to 4
set "spr1_cx" to 0
set "spr1_cy" to 0
set "spr1_cwidth" to 4
set "spr1_cheight" to 4

put c?? Sprite p00 at 301 10
put c?? Sprite p01 at 303 12
if c?? Sprite_colliding p01 at 0 0 then "is_working"
[ "Isn't working; bug in MZX"
end
: "is_working"
[ "Works fine"

and there seem to be no problems


I'll post the work in progress shortly. Something really weird just happened recently. Super Mario crashed with the new MZX version at about the x-position of the screen where the sprite collision issues are...

I've also run into issues when exporting robots to MZM and loading them in during game play....

PS: Got lots of bug testing and fixing to do on my end. Not sure how many may be issues with MZX itself. If I can't fix these problems, I'll just upload where I'm at.

This post has been edited by T-Bone: 22 January 2010 - 08:53 PM

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#153 User is offline   T-Bone 

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Posted 28 January 2010 - 07:57 PM

View PostExophase, on Jan 18 2010, 01:54 AM, said:

Do yourself a favor and forget about them. You don't want to subject yourself to the demo curse. They're probably just egging you on anyway.


I just packaged one so far, I'll be uploading it tonight If i got any connectivity at home (moving soon... don't got the net at home.. but my neighbors do ! ). I'll continue to work on the games as I snap them together in demos.
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#154 User is offline   Old-Sckool 

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Posted 28 January 2010 - 09:13 PM

View PostT-Bone, on Jan 21 2010, 04:50 PM, said:

I've spent a long time trying to fix something that wasn't broken with most of my games. When using a lot of sprites on a large board there is a limit apparently to how far a sprite collision can be detected. I'm hearing its between -128 and 127. This means games like Mario will have to shrink in board size. Smaller stages.... Guess thats a good thing... less work for me lol


Question: Why would you want to test for a collision 127 spaces away from the sprite? I would think that for the most part you would only really need to test 1-2 spaces around the sprite.
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#155 User is offline   T-Bone 

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Posted 04 March 2010 - 09:25 AM

Actually, I mean to say that many spaces away from the most left part of the board (0x). So not relative to the sprite doing the check but relative to the the board itself. Its so bizarre. Must be just that... a cap issue on how many... or how far a collision detection can reach. Its become the largest milestone of this project.
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#156 User is offline   Old-Sckool 

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Posted 04 March 2010 - 03:08 PM

I'm just not seeing anything wrong with sprite collisions past 127. The only way I can think off that could mess you up is if you accidentally put in
if c?? Sprite_colliding p01 at 190 190 then "is_working


instead of

if c00 Sprite_colliding p01 at 190 190 then "is_working


The topmost code tests for a collision relative to the sprite, and is bounded between -128 and 127, which would cause that to wrap.

The bottom tests for a collision relative to the board. I'm not exactly sure how it works, but it seems to work fine even if your trying to test for a collision 1000 squares away.
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#157 User is offline   T-Bone 

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Posted 05 March 2010 - 02:24 AM

hmmm

I'll put the demo up for people to check the code.
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#158 User is offline   T-Bone 

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Posted 20 May 2010 - 04:00 PM

Its now the year 2010 and I still haven't uploaded a full version of any of my long-term projects I've been working on so hard over the years; some for more than a decade. In an attempt to dedicate more time and effort into completing these games I figure I need to start really prioritizing what I work on and what I should cut out from working on entirely. There is a large amount of experimental projects that I just don't think I have the time to ever complete (roughly over 20). I've put a lot of work into them, however I just don't virtually see an end to them. So I've decided to discontinue any further work on them. The majority of these projects aren't original games anyways and I've been urged to express more originality into my MZX'ing since my creditability in creating anything that is my own work has been dwindling for years. I will however continue the development of a select few of these clone games, such as Super Mario, The Legend of Zelda and Dragon Warrior. These are the 3 games in demand that I've received requests for via several emails.

Here is a brief list of some of the game's I am no longer going to be working on:

Prince of Persia, Sim City, Sim Tower, Street Brawlers, Mario RPG, Mario Party, Starwars, Dark Craft, Starcraft Sidescroller, Chaotica, Comic Book Chaos, Grand Theift Auto: MZX, Virtual Self, Final Fantasy: Aurora, Peril Phantasy, Transformers, Pokerhand, Light of Rain, Silent Hill, Bold, Road Rage, Batman, Spiderman, Hotwire, Virtual Self, Crime, Sonic The Hedgehog, Breakout, Connect 4, Techris, Metal Gear, Missile Command, Defender, Sylvester and Tweety, Space Invaders, ZZT 3D, MZX Painter, Tree Frog Adventure, Bust-A-Move, Bump in The Night, Cursed Figments, Dungeons and Dragons, Joust and Silk.

As of right now I'm going through each project and fixing all bugs, prior to adding anything additional to them; such as levels or graphics. I've decided to create a web-page where you can view the changes and development of these select projects.

http://teabone.award...zx/updates.html

I'll be making updates to this page every week, so be sure to tune in and see the progress. I'll be also adding screenshots as well there.

This post has been edited by T-Bone: 20 May 2010 - 04:23 PM

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#159 User is offline   asgromo 

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Posted 20 May 2010 - 09:29 PM

Why are all your games shameless copies of other games?
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#160 User is offline   RyanThunder 

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Posted 21 May 2010 - 05:01 AM

Are you still working on Mega Man MZX?
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#161 User is offline   SpellWeavre 

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Posted 21 May 2010 - 04:18 PM

View Postasgromo, on 20 May 2010 - 04:29 PM, said:

Why are all your games shameless copies of other games?

One person's "shameless copy" is another's loving homage. Remix and adaptation are lifeblood to online culture (culture in general, really), and it'd be a hard case to make to say there's no creativity that goes into any of that. Personally, I'm impressed with efforts to translate these classic games into MZX--it's like a fan port to a new platform, except it's not a port, it's a from-the-ground-up rebuilding! There's some real technical achievement to win with that. Even the MZXified stills featured in T-Bone6's avatar strike me as pretty darn sweet.

T-Bone, don't let people stop you from what you want to do by saying it's not "original". Originality is overrated. If you enjoy what you're doing, and using extant concepts means you're more likely to finish something others can play and enjoy, stick with it!
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#162 User is offline   T-Bone 

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Posted 21 May 2010 - 05:16 PM

View PostRyanThunder, on 21 May 2010 - 01:01 AM, said:

Are you still working on Mega Man MZX?


A 1x1 version. I've thinking of scrapping the ones that uses sprites. Its taking way too long to get moving smoothly. On the site link there I provided, I categorized remakes separately.

This post has been edited by T-Bone: 21 May 2010 - 05:28 PM

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#163 User is offline   T-Bone 

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Posted 22 May 2010 - 05:55 PM

Dragon Warrior's battle engine is now done as well as the overworld control scheme and menu systems. There are a few tweaks and additions to make it fully complete; such as timing and giving the enemies the ability to use spells. Spent about 7 hours straight on it last night and its working out pretty sweet. Currently there are only Slimes, Bats/Drakees and Ghost enemy graphics. I made a bunch of others you can still battle, so right now an encounter with a Dragon might look like a Ghost when really its not. I'll be doing that extra graphic work last.

After I have completed the equipping system and the spellbook and item usage (for the overworld and during battle) I will start working on laying out the towns, caves and castles. Following the layout I will start work on the townsfolk, guards, shops and INNs and then the interactive systems for dialog, INNs and shops.

Lastly will be treasure boxes.

This post has been edited by T-Bone: 22 May 2010 - 05:59 PM

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#164 User is offline   asgromo 

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Posted 22 May 2010 - 11:59 PM

Why are all of your games loving homages of other games?
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#165 User is offline   Maxim 

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Posted 23 May 2010 - 03:35 AM

I should have figured it was something like that. You know, if you're extremely overambitious you'll end up burning out and not doing any work for a long time.

It's good that you spent 7 hours on your game in one sitting. Making a game takes many, many hours... sometimes even if the game is simple. You have to keep that in mind when determining to what scale the game should be made.
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#166 User is offline   T-Bone 

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Posted 25 May 2010 - 06:31 PM

View PostMaxim, on 22 May 2010 - 11:35 PM, said:

I should have figured it was something like that. You know, if you're extremely overambitious you'll end up burning out and not doing any work for a long time.

It's good that you spent 7 hours on your game in one sitting. Making a game takes many, many hours... sometimes even if the game is simple. You have to keep that in mind when determining to what scale the game should be made.


I find that if you constantly work on something straight, rather than jumping from project to project, you maintain an original focus on what the games overall out come is going to be and you get a lot more work done on it. All ideas and concepts are fresh in the mind and can be easily applied when the project is open right there in front of you.

I'm going to be working more on this game when I get home tonight and for the next 5 days.

This post has been edited by T-Bone: 25 May 2010 - 06:33 PM

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#167 User is offline   T-Bone 

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Posted 27 May 2010 - 11:59 PM

OH god... didn't know mapping out the entire overworld title by tile would take so long. The overworld I originally did i eye-balled as a micro version of the actual overworld in DW1-Nintendo. This will most likely take me a couple days just to finish the overworld alone. I've added enemy areas whereas certain enemies will be generated depending on where you are on the overworld and its working well.

I've completed two maps: a castle and a town. Got a whole lot more tile drawing to do before I can really advance any further. I have many counters that rely on specific locations; especially passages like caves/towns/castles and stairs.

Out of all the Nintendo games I've been re-creating in MegaZeux this will be the only one that is identical in levels. Its just taking way too long to replicate the overworld. I'm assuming it took the original creators weeks to create that overworld.
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#168 User is offline   asgromo 

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Posted 29 May 2010 - 04:24 PM

T-Bone it was an honest and forthright question, and you could at least acknowledge I asked it, even to elucidate problems with its assumptions.
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#169 User is offline   T-Bone 

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Posted 31 May 2010 - 03:40 PM

View Postasgromo, on 22 May 2010 - 07:59 PM, said:

Why are all of your games loving homages of other games?


Nostalgia. I consider it a form of fan-art really.
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#170 User is offline   T-Bone 

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Posted 07 June 2010 - 04:15 PM

View PostOld-Sckool, on 04 March 2010 - 11:08 AM, said:

I'm just not seeing anything wrong with sprite collisions past 127. The only way I can think off that could mess you up is if you accidentally put in
if c?? Sprite_colliding p01 at 190 190 then "is_working



Fixed. I believe that was exactly the problem.

I unfortunately just realized a bit of an annoyance with using the counter "save_robot" and then trying to important the robot (with ALT+I). I had named all my robots with an extension of .EMY. But when you attempt to import the robot (not with the counter "load_robot" but with ALT+I in the editor) it will only display files with the TXT extension; and there is no way to show all filetypes.

So I guess now I should go back and rename all my enemy files and recode how they are saving themselves. JOY.

A question for anyone reading that may know, can you name a robot a filename more than 9 characters? example instead of GOOMBA.TXT can I use RIGHT_GOOMBA.TXT?

This post has been edited by T-Bone: 07 June 2010 - 04:29 PM

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#171 User is offline   asgromo 

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Posted 07 June 2010 - 07:26 PM

Yes, the file selection window in this context will only display files with .txt extensions, but if you know the file name you can type it manually into the prompt. Is that a serious problem?
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#172 User is offline   T-Bone 

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Posted 08 June 2010 - 07:51 PM

View Postasgromo, on 07 June 2010 - 03:26 PM, said:

Yes, the file selection window in this context will only display files with .txt extensions, but if you know the file name you can type it manually into the prompt. Is that a serious problem?


I didn't even think to type it out manually... oh man... good to know! thx!

I have created a ridiculous amount of objects, blocks and enemies. Each have their own controller robot and for those that animate, they will have two additional robots to control the left and right animations. Some of these things I want to transfer to other boards without actually copying them there in the editor since there are too many to do this and updating them would be a hassle and waste of time. Couldn't tell you how many enemies I have made so far for the game but Its a darn lot and some of them have their own projectiles as well; which have their own robotic controllers. Its a lot to manage. I feel, by having the robots loaded in from a file and their animations, its a lot more organized this way and easier to update and fix.

At times I wish MegaZeux had like 5 Global Robots (at the least) :confused:
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#173 User is offline   T-Bone 

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Posted 13 July 2010 - 05:35 PM

Making new headway with Super Mario. I have been going through the list of bugs and suggestions dating back to 2004 till now, 6 years worth. Fixed most of those bugs and added most of the suggestions. With the new changes to the engine however new bugs have become present that I'm currently working to fix. Its a bit frustrating because of the way I choose to originally make the engine work.

Mario interacts with enemies and object if he moves or if them moves next to him and are touching.

It should be:

Mario interests with enemies and objects if he overlays them.

I don't I want to take this risk. Might take a very long time to implement. So for now I'm just going to stick with the way it is and improve it from there.

I'm working on designing the stages now but need some suggestions!
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#174 User is offline   RyanThunder 

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Posted 13 July 2010 - 06:03 PM

If you need some ideas for stages, try looking at some maps of the stages from the old Mario NES games. I actually did this for tile ideas in one of my stages in RT by looking at Mega Man 2 stage maps.

Here: http://www.vgmaps.co...#SuperMarioBros


Alternatively, the SNES Mario games could also give you some ideas: http://www.vgmaps.co...SuperMarioWorld

This post has been edited by RyanThunder: 13 July 2010 - 06:07 PM

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#175 User is offline   T-Bone 

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Posted 14 July 2010 - 06:58 AM

Thanks a lot Ryan I'll be sure to check them out.

So I've come across a lot of problems... and as mentioned quite a lot new ones. Right now if you jump a turtle several times he gets grounded into the ground and dies. There are a few other problems as well, with the flow of Mushrooms and also one of the enemies doesn't animate. Also, ignore all the version numbers you may encounter... there's a bit of a mix up because I've been doing quite a lot of version mashing.

Anything else you may find let me know. Here's a small test:

Attached File(s)


This post has been edited by T-Bone: 14 July 2010 - 07:30 AM

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#176 User is offline   T-Bone 

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Posted 05 August 2010 - 03:29 PM

Generally when I'm bored of a project, I will go and poke at "MZXWorld". Lately I've been working on it while at work as well so I've actually made quite a lot of headway in the develop of the simplistic game. It plays much like old ZZT games and very early on MegaZeux games. Where you prefer short quests, find items and keys to unlock new areas and solve puzzles. Only difference here would be your interactions with enemies bring you to a battling screen.

Latest developments to point out would be:

  • New Levels
  • Secret Areas
  • Keys and Doors Added
  • New Quests Added
  • Save Points and Inns (Inns restore your health)
  • Made Swimming Skills harder to obtain so soon in the game
  • There are now three depths of water you can swim in, depending on your Swimming Skills Level
  • You can no longer bridge with enemies that are not human
  • Puzzles Added
  • Added hurtful terrain and obstacles to the Overworld
  • Added a Gunsmith where you can now buy bombs, ammo and guns as well as brace-knuckles
  • Shop interactive purchases now improved
  • The beginning stages of the plot are now being worked on as well as a story scene.


I am working on a couple boss enemies. One complex one being a Centipede, which I'm hoping will function much like the ZZT ones.

I'm hoping to make the game-play last more than a week if possibly. I'm just now struggling with what happens when you kill all the top level enemies on an Overworld? Do I make them in some way regenerate? I've noticed that once you go through the world enough times... it becomes utterly desolate; no enemies left to fight. I haven't played manly RPG games to their entirety so I'm looking for suggestions how to how i should handle this situation or how has previous games?

This post has been edited by T-Bone: 05 August 2010 - 03:51 PM

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#177 User is offline   T-Bone 

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Posted 09 August 2010 - 08:14 PM

MZX World Updates:

Battle Engine is now complete and fully functional! Just working on making preemptive strikes possible from the player, based on his/her level vs the level of the enemy he/she has encountered.

Here's what I'm currently working on right now:

  • Character Editor (sex, color, char, stats - with 5 points to distribute)
  • Designing The Overworld Levels (desert, ice, caves, volcanic, castles, barracks and mountains)
  • Designing The Two towns and underground well routes
  • Game Over Board with continue option
  • Making enemies beyond level 20 a lot stronger (Snow animals and Gold Dragons)
  • More Quests
  • More Puzzles and Mazes
  • Gem currency for 2nd Town (10 coins = 1 gem)
  • More quest based enemies (like people you have to fight)
  • Spiders should stay on webs
  • Fish and Piranhas should stay in still waters
  • Fixing enemies from walking into water
  • Credits Board


I'm wondering if i should add another water depth which would require a boat. Not sure though.

This post has been edited by T-Bone: 09 August 2010 - 08:24 PM

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#178 User is offline   T-Bone 

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Posted 24 August 2010 - 05:25 PM

VOLUNTEERS NEEDED

Okay, so I've done a lot of solo work over the years... in fact pretty much ONLY solo work. For most of my games it takes me a very long time to complete them simply because I do all the work myself which has proven to add up to years and years of work. I'm hoping people would be eager enough to help out with my projects since I have quite a lot of them I'd love to complete. The games I really would love to see pumped out soon one day, would be:



MegaZeux World
For MegaZeux World what would be really helpful is if I could get some help with level and world designs. I want some very basic set up world that reflect older MZX games like Caverns of Zeux and old ZZT games like The Town of ZZT and The Cave of ZZT. I have a few guidelines for these worlds, since its an RPG.

Dragon Warrior
The game isn't too far from being completed in the sense of, engines and graphics. Just right now I'm working on the world map which is taking a really long time. Once I get that completed things can start moving along more quickly. Think the only help I'd really need with this game would be some BETA testing and feedback (bug reporting and suggestions).

Super Mario for MegaZeux
This game has suffered a lot and improved a lot... all at the same time. Its quite a difficult project to complete since its become so heavily complex. At this point and time, I'm unsure what to do with this never-ending project.

The Legend of Zelda: The Inquest
This game wouldn't be at all possible with out the help of others. I've received some help from Pyro (years ago) on the sword engine which i think needs a bit more tweaking. Also, Old-Sckool has helped out a bit more on the menu system which I hope he continues to do so, since its something that would just take me personally way too long to make.

Tardnation
With Tardnation I'd love to get some help with some level designs as well as even the creation of some kind of cool weapons and attacks using sprites, that can used from board to board based on a leveling up system.

Send me an email if your interested in any of the above projects! I'd love to start getting some collaborative work going on these!
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#179 User is offline   Seventh Shade 

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Posted 24 August 2010 - 10:44 PM

Just cut Megazeux World and the Legend of Zelda game entirely. Alternately, there's little reason not to make the Zelda game in Zelda Classic.
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#180 User is offline   RyanThunder 

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Posted 25 August 2010 - 05:45 PM

If you don't flake out and disappear for another 3-5 years, I'll volunteer to help you out with your Mega Man game.
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