Pre-purchase of "Sector 88" (new Kai Magazine game).

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By Kai Magazine

Paragon (1303)

Kai Magazine's picture

07-08-2016, 14:29

AxelStone wrote:

Good job Oscar, you are really working very hard on MSX since your return to the system Wink . Take a break!

I can't! I am poor!

By Kai Magazine

Paragon (1303)

Kai Magazine's picture

07-08-2016, 14:32

ARTRAG wrote:

I would move to c to gain a better control of the machine.
With the same effort you can fully use the 64kb of ram and 128kb of vram.
Manually controlling the ram mapper allows the use of the extra ram.
You can include asm versions of the music anf sfx player
But I know how hard is to change one 's own habits
Anyway greetings, the results are already astonishing.

I would love to learn C (as long as I can do everything I can do with xbasic and I can add fm pac and moonsound replayers, summon moonsound samples, etc).
Unfortunately I am an old dog and it is difficult for me to learn. I need a lot of time (months) just to learn the language. Right now I cannot invest those months on learning when I can barely eat, but as soon as my situation improves I will do so.

By ARTRAG

Enlighted (6252)

ARTRAG's picture

07-08-2016, 17:12

sorry to ear that, count on me for the presale

By ericb59

Paladin (871)

ericb59's picture

07-08-2016, 17:19

Very beautifull graphics, good sound, good music. And excellent works with XBASIC.
But... sorry to say that but gameplay seems to be very boring... 3 enemies waves, that 's not enough to make a good Shot them up.
Perhaps you have reach the maximum you can do with Xbasic, and it's now time to switch to other language or to make a more simple game than a shoot them up.

You said it's a preview... Ok.. i hope you will be able to do a more nervous game play.

By hit9918

Prophet (2868)

hit9918's picture

07-08-2016, 19:19

I think it is easier to learn asm.
when you have never seen C java yadda, then asm frees you from the whole pile of compiler farce.
the only thing in asm is that things must be told in little steps.
it practicaly is nothing but peek and poke. there is no mystery. when the experts sweat about 10 bytes of code then its about maxing it out extreme.
when you just pick the instructions that please you then it is still faster than C. and better code size.

By Kai Magazine

Paragon (1303)

Kai Magazine's picture

07-08-2016, 19:46

ericb59 wrote:

Very beautifull graphics, good sound, good music. And excellent works with XBASIC.
But... sorry to say that but gameplay seems to be very boring... 3 enemies waves, that 's not enough to make a good Shot them up.
Perhaps you have reach the maximum you can do with Xbasic, and it's now time to switch to other language or to make a more simple game than a shoot them up.

You said it's a preview... Ok.. i hope you will be able to do a more nervous game play.

Thank you for your feedback, Eric.
I understand why you might think that since there are some facts that you do not know:
The multi-layer is made with sprites (18 sprites of 3 stars each, creating a background of 54 stars).
This leaves me with 14 sprites: 2 for the ship using the OR function to have 3 colors per line, 2 for the lasers, 1 for the missile and 9 remaining sprites for the enemies, enemy shots and explosions.
I am moving all 32 sprites at the same time with turbo basic. I will create other stages in which the double layer will not exist or it will be done by color animation, so I will have 27 sprites for the enemies.
Anyway, this game is not meant to be an "ikaruga", filled with enemies and bullets. This is a different kind of game.
I played the first mission dozens of times and I still get hit 3 times in this video Tongue
You will start with no shields, so 1 hit, you are dead, so it is pretty difficult to get to the end of the first mission with just 1 hit, and the player WILL get nervous, I can assure you that Wink

I just wanted to point out that the lack of enemies is not due to turbo basic limitations but to the creation of the dual layer. Without dual layer I can create a very different, more frenetic kind of game.
I will make a "knightmare" kind of game featuring Lilo, after this one, and since there will be no dual layer, there will be plenty of enemies and bullets. Belive you me.

By Akiguchi

Hero (608)

Akiguchi's picture

07-08-2016, 20:53

Wow! Impressive looking game and graphics! Gameplay-wise it would be great if there were any bosses on those stages - now everything looks a bit empty. Or some turrets and stuff like in Nemesis.

By Kai Magazine

Paragon (1303)

Kai Magazine's picture

07-08-2016, 21:34

Akiguchi wrote:

Wow! Impressive looking game and graphics! Gameplay-wise it would be great if there were any bosses on those stages - now everything looks a bit empty. Or some turrets and stuff like in Nemesis.

Yes, that is the idea. I am on it Smile

I will upload more videos as the game progresses.

By TheKid

Paladin (818)

TheKid's picture

08-08-2016, 12:10

Maybe I've overseen this, but what are the specs ?
Is moonsound only ? Standard MSX 2, or extended memory needed ?
Graphics 9000 maybe ?

By ricbit

Champion (438)

ricbit's picture

08-08-2016, 12:57

Did you try to make the stars using LINE,XOR? Not sure if it's fast enough, but it may free some sprites if it works. The idea being drawing an horizontal line of size 2 with xor is enough to erase the star from the previous location and draw it on the next on a single call.

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