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Game Journal: Anticapitalizard

#1 User is offline   LogiCow 

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Posted 05 March 2020 - 04:34 PM

I'm making a MZX platformer game. It uses 8x14 unbound sprites to make the vlayer linear. It's a huge up front cost, but it means I can draw something to the screen with a single copy overlay block command.

The theme is anti-capitalism. You fight cops and their army of home-grown donuts.
Your attacks and abilities are based on an inventory system; you have 16 equipment slots and you can drag items to and from a larger inventory to equip/unequip them.

It uses layers of 16x16 tiles, which it keeps a copy of in the vlayer so I only need to update scrolling regions. There's a dynamic framerate system, so if you've got a fancy monitor that goes beyond 60hz you can set speed to 1 and rely on vsync. Framerate does affect physics, but it's not too bad.

Everything's in a single large 2560x1400 vlayer sheet with background tiles, items, text, sprites and levels.

Done so far: art assets, a map editor, player movement, an incomplete inventory system, jump and throw dagger skills, a single map
Stuff remaining: 36 more planned skills, skill collisions, enemy collisions, enemy AI for 12 types of enemies, enemy spawns, more item attributes, item magic prefixes and suffixes, more maps.

Posted Image


misc/random videos of work in progress:
dynamic light shafts that impact the framerate too much so I had to take it out: https://www.youtube....h?v=G7wpFbMvdWk
weapon bounce test https://www.youtube....h?v=034aeJf_kdU
NPC textbox test https://www.youtube....h?v=O4AnUTgo3cI
Performance test with lots of stacking enemies https://www.youtube....eature=youtu.be

This post has been edited by LogiCow: 06 March 2020 - 04:44 AM

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#2 User is offline   Graham 

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Posted 06 March 2020 - 03:10 AM

View PostLogiCow, on 05 March 2020 - 08:34 AM, said:

I'm making a MZX platformer game. It uses 8x14 unbound sprites to make the vlayer linear. It's a huge up front cost, but it means I can draw something to the screen with a single copy overlay block command.

The theme is anti-capitalism. You fight cops and their army of home-grown donuts.
Your attacks and abilities are based on an inventory system; you have 16 equipment slots and you can drag items to and from a larger inventory to equip/unequip them.

It uses layers of 16x16 tiles, which it keeps a copy of in the vlayer so I only need to update scrolling regions. There's a dynamic framerate system, so if you've got a fancy monitor that goes beyond 60hz you can set speed to 1 and rely on vsync. Framerate does affect physics, but it's not too bad.

Everything's in a single large 2560x1400 vlayer sheet with background tiles, items, text, sprites and levels.

Done so far: art assets, a map editor, player movement, an incomplete inventory system, jump and throw dagger skills, a single map
Stuff remaining: 36 more planned skills, skill collisions, enemy collisions, enemy AI for 12 types of enemies, enemy spawns, more item attributes, item magic prefixes and suffixes, more maps.

Posted Image


misc/random videos of work in progress:
dynamic light shafts that impact the framerate too much so I had to take it out: https://www.youtube....h?v=G7wpFbMvdWk
weapon bounce test https://www.youtube....h?v=034aeJf_kdU
NPC textbox test https://www.youtube....h?v=O4AnUTgo3cI

Wow! This is quite impressive! Looking forward to checking it out!
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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#3 User is offline   LogiCow 

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Posted 08 March 2020 - 05:27 AM

Added: collisions, enemy AI for 2 types, enemy HP bars
Stuff remaining: 36 more planned skills, Enemy AI for 19 types of enemies, enemy spawns, more item attributes, item magic prefixes and suffixes, more maps, level transitions, death transition

showing off my first 2 enemy types: https://www.youtube....eature=youtu.be
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#4 User is offline   LogiCow 

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Posted 10 March 2020 - 04:16 AM

A third enemy type and some item drops in this video :)/>

https://www.youtube....eature=youtu.be
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#5 User is offline   LogiCow 

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Posted 18 March 2020 - 02:03 AM

transitions and items https://youtu.be/ZnU-S1AjGu8
shield cop with grenades https://youtu.be/yVR6UVKfjhk
sniper cop https://youtu.be/5BfEFNk4GC8
cave parallax bg https://youtu.be/KXXfLPe_Lhg

Level and death transitions are done.
2 levels done, 2 levels remaining.
5 enemies done, 7 enemies remaining.
2 skills done, 38 remaining.
I don't have a specific amount of item attributes planned but I only have a few implemented so far.
Then I have to populate chests with some pre-defined items and some RNG ones rolled at the start of the game.
And I still need an ending but I've got something planned for that one.
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#6 User is offline   LogiCow 

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Posted 19 March 2020 - 05:43 AM

Enemies are all done

https://www.youtube....eature=youtu.be

I can get started on skill and item now diversity now :)
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#7 User is offline   KKairos 

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Posted 20 March 2020 - 06:02 AM

Looking good! It says the video in your last post is private, so I don't know if anyone can see it right now.
darganflayer.net kaikairos.dev itch.io
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#8 User is offline   MicMotorhead 

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Posted 20 March 2020 - 08:46 AM

Very cool looking stuff! Looks like it's gonna be fun to try out. I like the different enemy behaviors a lot.


The graphics somehow remind me of both Amiga games and Sega Master System games.

Also, that cave parallax effect really adds an impressive sense of Z-axis depth perception.

This post has been edited by MicMotorhead: 20 March 2020 - 08:47 AM

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#9 User is offline   LogiCow 

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Posted 13 April 2020 - 06:57 AM

Can you defeat my mini level?
Watch out for the snipers haha, they're a little aggressive.

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