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-   -   [ongoing] Celtic Heart (http://eab.abime.net/showthread.php?t=96489)

phx 27 February 2019 12:23

[ongoing] Celtic Heart
 
4 Attachment(s)
Yes, I know, we promised not to do another platformer. But at least it's no jump-and-run! ;)

After the release of Trap Runner my brother wanted to do a small internal project to try out another type of game, while using the existing engine.

This time the game has a medieval setting, where you are a celtic knight who can kill his enemies by a magical strike. The strike is not a shot and only effective in his near vicinity. So you need some good timing to hit.

There are three worlds with 13 levels and an end sequence. So it is pretty much a complete game. And after some doubts we decided to make it publically available. Which is why we are here. It has officially entered beta testing and will be released in the following days.

Some screen shots:

Gzegzolka 27 February 2019 12:50

Looks cool :) I hope that hitting enemies will be fun and levels will look different than in Trap Runner.

dodke 27 February 2019 13:01

What's wrong with platformers?)
Anyway, looking forward to trying it.

Btw, maybe you're not doing a physical release but one nice thing to have for new disk based games would be to have a downloadable and printable official label design :)

viddi 27 February 2019 18:35

Fantastic work and awesome gfx!!

commodorejohn 28 February 2019 16:19

Ooh, pretty. Looking forward to this!

Steril707 28 February 2019 16:28

super super nice work...

Neil79 02 March 2019 13:23

Announced on IRN :D Thanks!

Toni Galvez 02 March 2019 17:44

Very nice, looking to play it!!! please, allow me to remain you, keep the instruments in the same tracks on all the modules and manage properly the sound effects to not cut the main lead, it is very annoying, please do not make the same mistake in the sound of Trap Runner.

zapiy 02 March 2019 19:16

Looks awesome, will there be a physical release?

phx 02 March 2019 22:29

Quote:

Originally Posted by Toni Galvez (Post 1308228)
keep the instruments in the same tracks on all the modules

I'm not sure what you mean. There are always instruments playing on all four tracks/channels. I'm sure Gerrit knows when to use which instrument on which track. ;)

Quote:

and manage properly the sound effects to not cut the main lead, it is very annoying, please do not make the same mistake in the sound of Trap Runner.
I do not want to stop Gerrit in his musical creativity by restricting him to less than four channels.

But I might have fixed an important issue in ptplayer today. From now on effects will never break a looped instrument again, except you have them playing on all channels at once. This can still cut lead notes, but only the short ones.

Quote:

Originally Posted by zapiy (Post 1308246)
will there be a physical release?

No. :)

arcanist 02 March 2019 22:56

You've got a talented artist on board, there!

Toni Galvez 02 March 2019 23:34

Quote:

Originally Posted by phx (Post 1308294)
I'm not sure what you mean. There are always instruments playing on all four tracks/channels. I'm sure Gerrit knows when to use which instrument on which track. ;)

I do not want to stop Gerrit in his musical creativity by restricting him to less than four channels.

But I might have fixed an important issue in ptplayer today. From now on effects will never break a looped instrument again, except you have them playing on all channels at once. This can still cut lead notes, but only the short ones.


No. :)

I am very happy for you, team, to make a new game for Amiga. Just I want to help with the SFX+ingame music. In Golden Wing, we use 4 channels for the ingame music (channel 1, bass+drums mixed in the sample, channel 2, chords, channel 3, main lead, channel 4, main lead echo) so, we play the SFX on the channel 4, this cut the echo, but the main lead never get cut because it sounds in the channel 3.

We help each other to everyone keep improves every day, that's the way the Amiga community may work.

King Regards SFX.

phx 03 March 2019 00:00

Quote:

Originally Posted by arcanist (Post 1308300)
You've got a talented artist on board, there!

Thanks. Indeed. Main advantage is that he is my brother, so he can't run away. ;)

Quote:

Originally Posted by Toni Galvez (Post 1308312)
In Golden Wing, we use 4 channels for the ingame music (channel 1, bass+drums mixed in the sample, channel 2, chords, channel 3, main lead, channel 4, main lead echo) so, we play the SFX on the channel 4, this cut the echo, but the main lead never get cut because it sounds in the channel 3.

That's a very good idea! It is too late for this project, though, but I hope we can keep it in mind for the next one.

Quote:

We help each other to everyone keep improves every day, that's the way the Amiga community may work.
Absolutely! Thanks a lot. :)

amiman99 03 March 2019 00:50

Looks very nice, can't wait to try it out.

saimon69 03 March 2019 08:46

Quote:

Originally Posted by phx (Post 1308294)
I do not want to stop Gerrit in his musical creativity by restricting him to less than four channels.

Well, in my youth i would have agreed with you, but now after heard what Martin Iveson did with only two channels in WolfChild, and several attempts to reach him (included but not limited to Barbarian+, R3D, Bridge Strike and Kiwi's Tale) i would say that limitations are actually stimulating on how to do better sometimes :)

phx 03 March 2019 12:43

You are right! Those tunes are really good for two channels. But, IMHO, such a limitation produces a different style of song. So in the end you have to decide if it fits for your project (and whether your musician likes to do it ;) ).

speshady 03 March 2019 13:52

awesome work from you both, looking forward to finished game.

daxb 03 March 2019 14:24

Quote:

Originally Posted by phx (Post 1308399)
Those tunes are really good for two channels. But, IMHO, such a limitation produces a different style of song. So in the end you have to decide if it fits for your project (and whether your musician likes to do it ;) ).

Indeed. Four channels are already a very limit. Going down to three or two channels could be interesting but the musician really needs to like it. Back in the days I did some two channel pt mods for a game what was interesting but wouldn't do it more often. I also used the 2 effect channels for echo the other channels and some small music effects. Positive side effect is while playing the music becomes variety with clever composing.

Toni Galvez 03 March 2019 15:39

Quote:

Originally Posted by daxb (Post 1308418)
Indeed. Four channels are already a very limit. Going down to three or two channels could be interesting but the musician really needs to like it. Back in the days I did some two channel pt mods for a game what was interesting but wouldn't do it more often. I also used the 2 effect channels for echo the other channels and some small music effects. Positive side effect is while playing the music becomes variety with clever composing.

Anything that avoid the main lead of the music to be cut by SFX is nice.

Leffmann 03 March 2019 17:53

It's looking really good!

IMO, with this being an original concept, with great graphics and no doubt great music too, and being 99% done, you've pretty much willingly passed up on the 1st prize in the EAB game making competition by deciding to not enter.


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