New Kai Magazine Game

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By Daemos

Paragon (2027)

Daemos's picture

18-06-2015, 23:15

Smile it looks lovely. Make it happen. This is too cool for words.

By syn

Prophet (2113)

syn's picture

18-06-2015, 23:38

Seeing Iori's head on Shen Woo's body made me laugh Big smile
It reminds me of Beats of Rage/openBOR, the opensource Beat'm up game engine on pc where ppl would import King of Fighters sprites.

I hope this turns out great, I think the Sc8 and OPL4 makes msx look and feel somewhat like a 16bit computer Big smile
Some of the gfx are a bit grainy (like the park/grass).

Small question (not criticism): You are afraid of lawsuit for Monkey Island, but instead you are using (edited) sprites? Or are they just placeholders and you are replacing them with original work in the end?

By Kai Magazine

Paragon (1420)

Kai Magazine's picture

18-06-2015, 23:41

JAJAJA Big smile
Thanks Daemos! you flatter me Smile

By Kai Magazine

Paragon (1420)

Kai Magazine's picture

18-06-2015, 23:44

syn, I indeed took the basis of some KOF models as orientation and inspiration, but I assure those have been quite modified, and I will continue to modify them more.
Regarding Iori's head, no, please compare the actual faces I made to the Iori sprites, you will see they are quite different. I did not use iori as a template.

By syn

Prophet (2113)

syn's picture

19-06-2015, 00:08

Yeah I know you edited them, should have mentioned it in my post (now it seems like I assume you are just importing them)

In the video, that face at 0:23 on the right I could have sworn it was iori's, must have been the hairstyle that made me confused Big smile

Anyway the demo is sc8 you say, but your post on the last page mentions screen 5. So you will using 2 modes or something and sc8 for still shots?)

By Kai Magazine

Paragon (1420)

Kai Magazine's picture

19-06-2015, 00:29

I made that particular face modifying the main player's sprites. That grey character is based on a design of mine:

I just modified the main character's sprite very fast because I had to show this demo at the last MSX reunion in Barcelona, so I used some quick drafts, but the end result will be quite different.
For instance, I have to correct the isometric perspective on the characters; the backgrounds are semi-isometric (double dragon style) but the characters have a 2d front perspective.
I have to modify the characters quite a lot, and add the long coat to Grey, make him thinner and taller, etc.

Regarding the screen modes: the game will be in screen 8 as you have seen, but the combat routines will be in screen 5

By Kai Magazine

Paragon (1420)

Kai Magazine's picture

22-07-2015, 23:35

Take a look at the new GAMEPLAY VIDEO of Kai's RAGE, the new Kai Magazine production, now on kickstarter.
Take a look, and share it, please!
https://www.kickstarter.com/projects/1156079163/kais-rage-th...

By Kai Magazine

Paragon (1420)

Kai Magazine's picture

22-07-2015, 23:46

On MSX, the game will be without scroll. The scenes of the graphic adventure parts will be on screen 8 (256 colors) and the fight scenes will be in screen 5, but we are still creating the graphics engine for the fight scenes, because we want to use a new method, to load software sprites directly from the cartridge to use all the cartridge memory as videoram data pages. If we succeed (and we're almost there) we can load in real time and without slowdowns, hundreds and hundreds of frames, giving a visual richness and variety never seen on a MSX so far (except " pointless fighting ", since they are using a very similar technique).
This method consist on packaging the sprites in a special way so that those can be added at the end of the rom file, then an assembler routine will dump bits from an specific rom page, directly to the videoram, even with transparency. In addition, this process works in parallel with the "copy" command from the MSX vram, so for all practical purposes, we will be doing two copys at the same time, in parallel! that is, twice the speed of copying (this is an added plus). Thus we use the copy of the MSX BIOS to restore the backround and delete the previous sprite, and while working on another page in which the background is already restored, we copy the sprite from the rom to the vram with the ASM routine, winning two copys for the price of one, besides having the ability to load many graphics in VRAM at "copy" speed, as much rom space available (currently more than 8000k with Pazos cartridges). In other words, more speed, and variety of graphics (more frames, and different characters). But without scroll.

By Kai Magazine

Paragon (1420)

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22-07-2015, 23:53

About kickstarter funding:
Kickstarter will not move any money unless the project is successfully funded by the end of August 30th. Until then, no amount will be subtracted from your credit card.
Should not be financed, no money will be subtracted at all. Kickstarter has an "all or nothing" philosophy, so money will be charged only if the project is sucsessfully funded, and when the campaign ends.
I mention this because I have met with bakers who did not know.
It is very important that in the first few days of the campaign, we get as many patrons as we can, for the project to gain visibility and climb to the top of the lists of game projects.
So if right now you have no money, do not worry Smile

Please colaborate with the project as soon as possible, so we have more chances to reach the funding goal.
And please share the project's link with as many people as you can!
thanks to everyone!

By Metalion

Paragon (1616)

Metalion's picture

23-07-2015, 09:50

Kai Magazine wrote:

we use the copy of the MSX BIOS to restore the backround and delete the previous sprite, and while working on another page in which the background is already restored, we copy the sprite from the rom to the vram with the ASM routine, winning two copys for the price of one

I'm skeptic about this one.
I seem to remember that while doing a macro command, the VDP was "busy", therefore not able to do another task.

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