23 September 2014, 21:49 | #121 | |
Developer extraordinaire
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Quote:
It's the screen curvature effect that is messing it up. I have just uploaded a new build, where the curvature effect is removed from the CRT shader. Also - the continue system is now implemented - you can continue from the game's main menu - that is - if you have any continues left. Easy difficulty gets 3 continues, Normal gets 1, and Classic gets no continues at all, just as Odin intended: ) This feature needs quite a bit of testing to make sure all items and events carry over properly. It's been alright so far, but more people playing the game could definitely help. I will eventually allow the player to continue directly from the game over screen. Windows build Ouya console build General Android build (The touch-screen controls are invisible, and incomplete) Ubuntu Linux build Mac build Last edited by darkfalzx; 06 October 2014 at 17:21. |
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23 September 2014, 22:06 | #122 |
Autistic 'n IRN!
Join Date: Jul 2012
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############################################################################################ FATAL ERROR in action number 1 of Create Event for object obj_kernel: Push :: Execution Error - Variable Get 0.Shader(100019, -1) at gml_Script_hiscore_save ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_hiscore_save (line 0) gml_Script_hiscore_load gml_Object_obj_kernel_Create_0 PC win 8.1 ( Pressing ignore and I can carry on ) |
23 September 2014, 22:09 | #123 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
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CRT shader looks pretty good in windowed mode now, not really properly in fullscreen. But i don't moan more about it. Nice work so far. Much better than many other retro remakes i've seen so far.
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23 September 2014, 22:38 | #124 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 985
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shadow of the beast 2 could definately use save points and a general lowering of the horrendous difficulty level. It is almost entirely inaccessible to newcomers as it stands.
When I was 12 I could play this game for hours at a time and never be deterred by the sickening difficulty level. Youthful enthusiasm, pure and simple. The wow factor kept me and my bro playing straight for about 9 months, we really did live and breathe this game. It was the lure of seeing a new location and hearing another amazing tune. No youtube and cd's were not popular yet. |
23 September 2014, 22:42 | #125 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,337
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"Window Size" seems to affect performance in "Full Screen".
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23 September 2014, 23:12 | #126 | ||
Developer extraordinaire
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Nice catch! This happens when the game runs for the first time on a system. Found and fixed.
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Yes - a little, especially if you use shaders. Can't help it. Quote:
The Amiga SOTB2 was even tougher though, and don't get me started on that freaking text parser crap! Still probably my favorite SOTB though. Saving it for last. |
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23 September 2014, 23:17 | #127 |
Autistic 'n IRN!
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24 September 2014, 00:08 | #128 | |
Missile Command Champion
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24 September 2014, 00:24 | #129 |
Developer extraordinaire
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I guess at this point I could try making a scanlines "ghetto-shader" - a software shader that essentially does the same damn thing, but much faster and using less VRAM...
I also think that I will lock the game at x2 Window scale in full-screen mode, as it makes little sense otherwise. |
24 September 2014, 00:44 | #130 |
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24 September 2014, 18:56 | #131 |
Developer extraordinaire
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Minor update to all builds of the game.
Mostly changes and polish to the menus. Added another checkpoint to the tree maze - right after killing the skeleton boss. Might still add a checkpoint on the plains... dying next to the castle and having to start back at the well will not be a fun experience. Added ability to continue from within the game. Pressing 'no' will send you to the main menu, where you still have all your continues. What do you think - should continuing reset your health to maximum, or should it only restore the amount you had at the beginning of that area to keep things challenging? At this point, minor tweaks and extras aside - the SOTB1 game is done. Having unlockable extras, arranged soundtracks and achievements is definitely cool - but perhaps later. Windows build Ouya console build General Android build (The touch-screen controls are invisible, and incomplete) Ubuntu Linux build Mac build Last edited by darkfalzx; 06 October 2014 at 17:21. |
24 September 2014, 19:25 | #132 |
Registered User
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Location: Norfolk, UK
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Reset it, but keep track of what the health would have been - then award some kind of bonus if at the end of the game if the player would have survived without the health being reset?
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24 September 2014, 20:09 | #133 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
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Just noticed that the game runs pretty smooth in 50Hz and stutters a bit in 60Hz. Is it intended to run better in 50Hz? I'm just curious, 50Hz is perfectly fine for me.
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24 September 2014, 21:08 | #134 | |
Developer extraordinaire
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Quote:
The game's internal framerate is set to 50fps to make speeds closer to the original. Not sure what might cause the stuttering though. |
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24 September 2014, 21:13 | #135 |
Missile Command Champion
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A scrolling 2D game in 50fps@60Hz stutters, that's normal (or tearing in some cases). Good to know that it runs internal with 50fps.
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24 September 2014, 21:52 | #136 |
Registered User
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Location: Glasgow
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Just found out about and played this. Thoughts:
I dunno how easy this would be to do but I always though the monsters in Beast 1 die in a rather boring manner, falling into the floor. They should come apart like the monsters in the later Beast games. And the boss monsters could do with a bit more animation even if it's just, e.g., the arms moving on the weird skeleton thing the appears early in Beast 1. Might be an idea to let people define what buttons do on their game-pads. Some people might want to have, for example, a shoulder button to jump. |
25 September 2014, 00:45 | #137 |
Posts: n/a
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Hi,
I have seen a few remakes of the first part of the trilogy which was mediocre at best. This one is nearly flawless! Just a thought: what about decorating the in-game menus to be more Beast-ish? It looks ok but it's too simple compared to the game atmosphere. There is a break in the loader music at the credits. Probably many people noticed but I didn't read the forum throughly. I also find the physics of the second part a bit too dynamic but probably that's just me. Also I don't know what technology you use but what about porting it to MorphOS? That would be inception (Beast-ception)! Keep up the good work! You've just made the very first remake that really deserves to be called a remake! Unfortunately the upcoming PS4 remake could be worse gameplay-wise :S |
25 September 2014, 00:50 | #138 | ||||||
Developer extraordinaire
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The controller-redefinition might be something I will add. Quote:
Were there any remakes of the first game that got past replicating the overworld parallax effect? Quote:
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I fear for that game as well - it's been far too quiet. Last edited by darkfalzx; 25 September 2014 at 01:06. |
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25 September 2014, 01:10 | #139 |
Awesome to the max
Join Date: Mar 2007
Location: Gothenburg / Sweden
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Nice work! I think I saw a spelling error in a cut scene though, "a dank passage" I guess it should be "dark".
edit: yes, I checked sotb1.dat and my eyes were correct. |
25 September 2014, 01:26 | #140 | |
Developer extraordinaire
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Quote:
dank daNGk/ adjective disagreeably damp, musty, and typically cold. synonyms: damp, musty, chilly, clammy, moist, wet, unaired, humid "the dank basement" |
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