HI!
First of all I do a real praise for this splendid game, with unprecedented features, both in the gameplay and in the story it brings a breath of fresh air to the MSX schedule.
What is incredible is the routine that rewrites the sprite patterns in real time for the 3d effect when the character places himself behind different objects composed of tiles, when it is known that the sprites of the TMS9918a cannot be positioned via hardware behind the tiles.
I wanted to ask a technical question. I saw that the graphics in screen 1 are used where you see the color clash. Were there any particular limitations that required the use of this video madality instead of screen 2?
Thanks and congratulations again for this masterpiece!
+1 to allow using UDLR as "diagonals"; with the current control schema sometimes is difficult to stop looking in diagonal (I end up either looking up or right) to shoot the revolver.
And another small quality-of-life suggestion: hearts replenishes your life and also increases max life. It would be nice to prevent using (and therefore losing) one if your life is already full and cannot be maxed up any further!
Ah, yes, you need to be on top of objects to pick them up, that's how it worked in classic isometric games like Head over Heels, so it felt natural to me haha (I had added an explanation of this in the tutorial that you can see pressing M in the title screen just in case though).
Oh, good idea about preventing the use of hears when life is maxed out! It happened a couple of times to me when I was testing the game, and it was annoying. Noted down!
@aikuMaryuGaiking: the whole game uses Screen 2. There is color clash at some points because of the isometric perspective. Objects in isometric games do not naturally align to square boxes (the tiles in the VDP), but have angled edges. So, it's actually very hard to prevent color clash. I tried my best to minimize it (for example, the flowers in the first screen, exactly align to a tile), but in some parts I just wasn't able to do it, like when you hav furniture on top of blue tiles.
@aikuMaryuGaiking: the whole game uses Screen 2. There is color clash at some points because of the isometric perspective. Objects in isometric games do not naturally align to square boxes (the tiles in the VDP), but have angled edges. So, it's actually very hard to prevent color clash. I tried my best to minimize it (for example, the flowers in the first screen, exactly align to a tile), but in some parts I just wasn't able to do it, like when you hav furniture on top of blue tiles.
Oh thanks for the explanations!
Forgive me if I confused the graphic work with screen 1!
Really great game!
hardly a spoiler. Anyway, will use spoiler tags. thanks you.
You're describing a future event that tells something about the story, thus: spoiler. Even the spider remark by someone else earlier: spoiler. When you're just starting with the story you don't know what to expect, so I think ppl should have reservation in discussing game progression out in the open, esp. when it's a brand new game. Seems common sense to me.
But thanks for your understanding, and ah well, @santi himself seems to be okay with discussing it, I suppose I should just be careful in trying to read over potential spoilerish stuff, or just stop reading the thread completely 2 threads might have worked here.
FINISHED!!!!!
Fantastic, beautiful game. A real GEM!
Santiago Ontañón, THANK YOU very much for producing such incredible game!
Best Regards,
Nice!! Congratulations!!! and thank you very much! Extremely happy with the reception the game is having
(side note: I'm almost done with an updated version, most likely I'll upload it tomorrow Sunday)
Nice!! Congratulations!!! and thank you very much! Extremely happy with the reception the game is having
(side note: I'm almost done with an updated version, most likely I'll upload it tomorrow Sunday)
Nice I'll keep an eye out and update the file
There is color clash at some points because of the isometric perspective. (...) I tried my best to minimize it (for example, the flowers in the first screen, exactly align to a tile), but in some parts I just wasn't able to do it, like when you hav furniture on top of blue tiles.
The only time I have found the color clash confusing is the oil lamp (it bleeds color both sides and the shape gets hard to distinguish). Maybe an slightly different sprite would help?
I would like to see a physical release on cartridge after all (or some of) the small improvements and tweaks you are commenting are applied to the game. I've never been a fan of isometric games but the overall atmosphere, graphics, technical details and 8 directional movement make it very appealing!