There is an alpha release of version 0.8 available for download now. Can someone test it with a Turbo R and tell me if it works ok ? Also FM pac test would be helpfull (seems ok on OpenMSX)
nice progress Maggoo.
some suggestions for further improvements (written fast, so if anything is unclear, do tell):
- tiles that can be walked on, and walked through, and can be reached from underneath. see for an example the hills at the start of super mario bros 2 and 3 on the NES. down+jump to jump off them would be user friendly.
- vertical ladders; up/down to climb. make jumping off them possible for more options, eg. a 'maze' with multiple ladders and enemies in between.
- enemies that can't die and can't kill you (eg. cute small bunny hopping around peacefully).. in a later state you could create RPG aspects, like being able to talk to 'enemies'.
- enemies that can't be killed by jumping on them (eg. a hedgehog with spikes on its back hurts you when you jump on it)
harder to implement i guess:
- foreground tiles; tiles with a higher priority than the sprites, eg. for creating tunnels or artsy things like lantern poles... would look quite dirty though, if you don't find a fast way to make sprites partially vanish.
- sloped tiles, of course with gravitational effect.
Massive improvements, Maggoo! keep up the good job! I haven't tested it on my turboR as of yet, I'll let you know if things work like they should tomorrow. (Perhaps someone else does before me). I've got one suggestion:
- tiles that disappear after walking over them once
- enemies that can't die and can't kill you (eg. cute small bunny hopping around peacefully).. in a later state you could create RPG aspects, like being able to talk to 'enemies'.It would be very cool add some RPG features once VScreen development is complete. I am talking about make the game system like Castlevania Symphony of the Night.. But of course, it would be in a very later stage ^^
- enemies that can't die and can't kill you (eg. cute small bunny hopping around peacefully).. in a later state you could create RPG aspects, like being able to talk to 'enemies'.It would be very cool add some RPG features once VScreen development is complete. I am talking about make the game system like Castlevania Symphony of the Night.. But of course, it would be in a very later stage ^^
Well the RPG aspect isn't too much of an issue. Technically you can already display different text triggered by pretty much any event (so even "talking" to another character should be possible). The big issue is the scripting (which text to display in which case, what action, what object). Although it's not really hard to do with the current engine, the problem is editing the levels and the scripts of the storyline. And frankly this is almost impossible to do with an editor so that would require some programming anyway from anyone making such kind of game.
Anyway, for a RPG, I'd focus less on scrolling and speed (what this engine is about), and more on storyline / nice GFX (not screen4) / atmosfear .
Just checked if it supposed to run by just typeing Vscreen after the DOS command line then it isn't working on the TURBO R GT over here.
Will see if it works on the old NMS 8245. No succes.
CTRL load on NMS 8245 will return to prompt
Withouth CTRL it will reset.
U should start it with:
vsload sutchan
or
vsload newgame2
Okay it seems to load in the TURBO R. Now let's see if it also works.
There seems to be a little glitch. If you start in the sutchan part and jump you the screen will change for a few seconds. Now With the other file if you walk to the same sort of platform on the left and jump you will have the same error.
For the rest it's working with sound !( internal fmpac of Turbo R that is )
Funny, I noticed that problem on NLMSX but could not reproduce it on a MSX2. Ok, I'll look into it. Thanks for the feedback.