MSXdev'07 - Mystic Swords announced

by viejo_archivero on 14-08-2007, 21:26
Topic: MRC
Tags: Challenges
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There can be no MSXdev contest without Karoshi Corporation tossing in a number of games. Their games are usually of excellent quality, especially their graphics demand respect for their detailed usage of sprites over tiles in order to create "impossible" title screens on MSX1. So far, Karoshi has presented 9 games since the first edition of MSXdev was being held, their latest entries being Malaika Prehistoric Quest and Daedalian Opus.

For this year's edition of MSXdev, Karoshi is aiming to submit an arcade shooter: Mystic Swords! Is this going to be yet another Karoshi classic ranking in the top regions? All we can do is wait and see..

Relevant link: MSXdev'07 website

Comments (14)

By wolf_

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14-08-2007, 21:30

So uhm, "arcade shooter"? As in: U:U, but then in the wrong direction? Hannibal

Swords in space??

By dvik

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14-08-2007, 22:27

I think UU already stole the title "shooter in the wrong direction" Wink

The intro screen didn't reveal much about the game and the title didn't either. I guess we have to wait and see. I'm sure we'll be pleasantly surprised Smile

By Edwin

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15-08-2007, 00:19

There is another wrong direction ;-)

A Karoshi entry! One can only say yay!

By dvik

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15-08-2007, 01:29

It looks like this title screen is made without sprite overlays. Well done Big smile

By wolf_

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15-08-2007, 12:38

Indeed, missed opportunity, viejo Tongue Just add some anti-aliasing here and there, or add more details. After Malaika we demand that every title screen has all that trickery. ^_^

By viejo_archivero

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16-08-2007, 15:45

dvik: In fact this is just patterns without sprites Big smile. I did not needed them this time Running Naked in a Field of Flowers
And for some more info about the game, you'll need to wait a bit more, but I hope you'll enjoy it. Let's MSXdev'07 everyone! Wink

By viejo_archivero

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18-08-2007, 11:48

We've just uploaded an ingame image at the status section Smile

By wolf_

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18-08-2007, 11:51

o_O

That's more like a platform game if you ask me! Even if it scrolls/moves, so did Psycho World..

By hap

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18-08-2007, 12:06

Maybe with emphasis on shooting, like Contra..

Is the statusbar big due to technical reasons? (eg. for smooth scroll)

By wolf_

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18-08-2007, 12:12

I estimate the statusbar is exactly 8 tiles high. Which means you got full 256 tiles for the map, without statuspanel gfx eating up too many tiles. At the same time, you have 256 tiles for just the statusbar alone without game tiles being in the way.

By viejo_archivero

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18-08-2007, 12:23

hap: for two main reasons. First, as wolfie've said, I reserve a full bank for the socreboard, so I don't spend tiles for the scoreboard in the action zone. And, second reason, as the action zone is smaller, it will only take 512 bytes to transfer the whole scrolling thing (not smooth scrolling this time), so I still have plenty of time to make other things.

By dvik

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18-08-2007, 22:02

Looks very good Big smile Perhaps the game screen and the status bar blends a bit too much. Its probably ok when playing the game and the screen moves but in the static screenshot it does blend a bit.

By wolf_

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18-08-2007, 22:25

Problem is that the MSX1 doesn't have dark colors. I see how the two parts blend somewhat together, but a very bright statusbar would be wrong I think. A darker shade would be better, but alas.. no dark colors. What's left is using rasters for a darker shade, but that restricts a lot regarding tile design.

By Huey

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18-08-2007, 23:15

Looks good. Good re-use of patterns for the level structure.

Guess you need as much tiles as possible because of the tile-based enemies?