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Old 13 April 2016, 13:17   #1
nobody
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Vampire: Curse of the night completed.

Vampire: Curse of the night completed.




Contains:
16 colors graphics, 32 color intro and indermediate screens.
3 levels
3 different in game tunes
12 different enemies
hundreds of animation frames (largest object 80 frames)
3 bosses
Graphics done by me using Cosmigo Pro Motion
Game design in backbone (i wish i had more speed)
Sound effects by me using wav2ami and bfxr.
Play test version 2 by hipoonios
See also credits (...if you manage to finish the game) for more info.

Could use some more touches here and there but i consider this finished.

Target was to make a game possible to fit in 1 disk and possible run to a minimum A1200.

Version 1 "easy mode:"
https://www.dropbox.com/s/4bwr9jlpc8...mpire.zip?dl=0

Version 1 "easy mode", adf by hipoonios:
https://www.dropbox.com/s/nkbyt2tkel...dy%29.adf?dl=0

Version 2 adf:
https://www.dropbox.com/s/383x76vuxm...%29v2.adf?dl=0

Version 2 hd:
https://www.dropbox.com/s/tnzod1m6ox...re_v2.zip?dl=0

Version 2 no panel, significant speedup for absolut minimum A1200, hd:
https://www.dropbox.com/s/73vio28z5c...eedup.zip?dl=0

Version 2 no panel, significant speedup for absolut minimum A1200, adf:
https://www.dropbox.com/s/27tqueew4e...eedup.adf?dl=0

Last edited by nobody; 22 April 2016 at 15:43.
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Old 13 April 2016, 13:24   #2
Predseda
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That is awesome news!!!
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Old 13 April 2016, 15:15   #3
hipoonios
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Thank you very much!

Will play tomorrow and give you a longer review then.

I have quickly put together a bookable ADF and uploaded it to the Zone if someone is interested.

Disk works fine with Kick 2.x and 3.x. But does not boot on Kick 1.3 for some reason. Other Backbone games have worked with kickstart 1.3 without problems. It says "lowlevel.library" does not exists just before game starts, even if the library is there.

Last edited by hipoonios; 13 April 2016 at 21:23.
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Old 13 April 2016, 16:33   #4
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Thanks for that. I checked it with WinUAE up to the end and plays fine. I think it needs some fast RAM to play well. 030, 4/8 MB fast RAM recommended. You can control with keyboard too with cursor keys and Z,X.

PS later maybe i make a hardcore edition to reduce bugs and make the game harder, i think it's too easy now.
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Old 13 April 2016, 23:20   #5
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Wow, nice game It works fine on my winuae. It took some time and practice to finish it. Music is very moody. Graphic is good/average - got that NES Castlevania feel. I think that graphic is coherent but lacks details like architecture or more objects. First and second boss rooms are too much simple, You could add some more details like giant broken windows or pillars, skulls, bones, coffins, candles etc. There are some features that You can add:
look up - to scroll view bit up
look down - to scroll view bit down - in few places this would be very useful
money rest after player death
quit key or exit option to back to wb
level codes - to save player progression
more weapons - like temporary damage increase or better range or spread shoot or higher fire rate.
more weak monsters too kill so action will be more tense
For me game is hard enough with one life and items that restore only small amount of life, what I hate - is those gaps that kills player with no chance to jump out.
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Old 14 April 2016, 00:05   #6
hipoonios
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I agree with most things that Gzegzolka is saying. Now I know that some of these things are not possible because the game is created in Backbone :/

Also you should consider making the panel smaller. I think it will look better if the panel is the same width as the game itself.

Last edited by hipoonios; 14 April 2016 at 00:10.
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Old 14 April 2016, 00:11   #7
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Some things can be improved like more action, more weapons, graphical touches, little more tricky bosses and some others not. Backbone is very limited, and the more objects you add, the slower it gets, example level 3. That said I didn't want things to go crazy and go 10 to 20 mb, I wanted 1 disk so 750-780 KB was the limit.
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Old 14 April 2016, 00:36   #8
Raislin77it
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Quote:
Originally Posted by nobody View Post
Some things can be improved like more action, more weapons, graphical touches, little more tricky bosses and some others not. Backbone is very limited, and the more objects you add, the slower it gets, example level 3. That said I didn't want things to go crazy and go 10 to 20 mb, I wanted 1 disk so 750-780 KB was the limit.
something i've founded unfair
if you misjudge a jump like the first jump in lvl 1 you don't respawn before the jump, but in the pit , so a bad jump is a gameover

i've tried 3 times before abandon the game
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Old 14 April 2016, 05:42   #9
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Quote:
Originally Posted by Raislin77it View Post
something i've founded unfair
if you misjudge a jump like the first jump in lvl 1 you don't respawn before the jump, but in the pit , so a bad jump is a gameover

i've tried 3 times before abandon the game
Typical Backbone problem.
I had the same problem when creating my game: Marco Gregorio's....
To fix this, the player needs to re-spawn at the beginning of the level.

I did not try the game yet, but I will.
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Old 14 April 2016, 08:02   #10
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If the guy that made that program had added more features like time, enemy move patterns, control animation speed, respawn enemies at different positions, fix some bugs eg reset score and more speed (no 1 problem) then would be an awesome program. I think most of his time spent to make the interface usable and program friendly. But still this is hands down the best program to make a game for the Amiga 1200.

About the critisism i listen and maybe i make an improved version later that will add more enemies, draw more tiles for variety and make action more tense. I have some ideas.
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Old 14 April 2016, 08:12   #11
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Quote:
Originally Posted by nobody View Post
If the guy that made that program had added more features like time, enemy move patterns, control animation speed, respawn enemies at different positions, fix some bugs eg reset score and more speed (no 1 problem) then would be an awesome program. I think most of his time spent to make the interface usable and program friendly. But still this is hands down the best program to make a game for the Amiga 1200.

About the critisism i listen and maybe i make an improved version later that will add more enemies, draw more tiles for variety and make action more tense. I have some ideas.
backbone is written in AMOS ? does it/can it produce AMOS code that can be altered by hand ?
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Old 14 April 2016, 11:30   #12
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Yes I think so
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Old 14 April 2016, 12:22   #13
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Looks really nice

Have to try it out when I get home next week
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Old 14 April 2016, 15:22   #14
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Thanks nobody; looks very good. Will give it a bash later tonight
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Old 14 April 2016, 16:21   #15
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Quote:
Originally Posted by amiman99 View Post
Typical Backbone problem.
I had the same problem when creating my game: Marco Gregorio's....
To fix this, the player needs to re-spawn at the beginning of the level.

There is an easy and legit workaround. You can just place a teleport event on top of the spikes (or any dangerous tile). The character when falling into the pit will still be hurt when touching the spikes and then he will immediately teleport to the desired spot (which in this case can be at the top, near the pit).

Btw cool work @Nobody
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Old 15 April 2016, 12:07   #16
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Some trivia,
All around the game it uses the same 16 colors for everything. Except static screens.
this palette is part of a 32 color palette I made to try and replicate shantae risky's revenge in 32 color mode. But to be able to draw a metroid game too. The game took me a good 2 weeks 10 hours per day, which I draw the graphics, designed the maps, play testing, made sound effects etc.

Expect a version 2 soon, harder, enemies move faster, one new enemy for more action, graphical touches, level 2 made little bigger. Boss 2 made harder. Its almost done. I could use a good player to test, pm me.
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Old 15 April 2016, 16:01   #17
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same problem here with low level lib on ecs machine with any ram config.
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Old 15 April 2016, 17:46   #18
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Looking great, shame that you have to deal with Backbone though. I can't believe no coder has stepped forward to assist you in your game creation adventures you are a wonderful graphician.
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Old 15 April 2016, 17:47   #19
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Runs on winuae, 020, ecs, kick 3.1, 1mb chip, 1mb slow. Crashes if memory only 1mb chip. So need some memory and 020. Didn't check kick 2.04 but should run.
So:
Minimum A1200 check
Expanded A600 check
faster amigas 020+ check
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Old 15 April 2016, 17:50   #20
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Quote:
Originally Posted by Tsak View Post
There is an easy and legit workaround. You can just place a teleport event on top of the spikes (or any dangerous tile). The character when falling into the pit will still be hurt when touching the spikes and then he will immediately teleport to the desired spot (which in this case can be at the top, near the pit).

Btw cool work @Nobody
Thanks, that is a good idea.
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