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Messages - spacefractal

#46
Im got a new face and icon for the game as well a diamond im not yet has implemented. Its from Lobo. That guy that did the graphics for one of my game. Here only the original 2 assets request as its was most important. Im show and update later.

just updated the game, and have choosen also to show off all 30 caves that currectly have been done. Im is planning doing 50 caves (10 levels inspirated from "up & up" levels and original 11-20 caves.

The game is now has that status im could add a new project to my site really. Im do that later this week.
#47
Not that one. This "bug" was on purpose.

You cannot bomb on a room, that has the miner on screen. To avoid confusion, im just added a message on the top, when you trying to bomb. This was present on the original and in the 2009 version (not uploaded yet). To complete the single screen level, just shoot the wall.

Howover you could in some levels actuelly trying to shoot the miner. This is fixed, so you cant shoot him (nothing was happens, but looks odd).

The main bug was you could hear the helicoper when you are not in a control when you just getting a new life.
#48
the 9 level demo is now became 12 level demo..... Its on same url or here:
www.spacefractal.com/test

Im found a least one bug im need to fix.... hehe.

PS. of course anyone that have helped me would get credits and not just me. Im just have not implemeted it yet.
#49
More code done:

- 30 levels done (10 from original and two variants with various changes to the original).
- Pause implemented.
- Most SFX done (only missing few extra sfx not included in original game).

There is still few missing thing of course (like doing original level 11-20 as own level set), but the game is begin to been in sharp form and im soon would do a public beta for what im have and mark it as a "ongoing project" on my itch account.

Im do hope im soon can get a big resolution icon for it that dont look too much blurry. alternative im could uses the style from the Steam Deck banners im did for the 2009 version.....

PS. bg looks promising for sure. for the other foregrounds, property only need to colorsize them. But im have pm the game, so you can checkout how tiles works (and bg's like this could work).

#50
resolution is 936x468
tilesize is 26x26 (as by 2009 version)
screen tile size is 36x18.

See pm. the levels is used tiled as tileeditor and tiles can both been x and y flipped (actors, sprites does not support y flip throught as you can see on some actors).

PS. the 2009 foregrounds used websave dithered palette assests backgrounds.

PPS. The resolution could been double in size (while the internal gameplay is intact), but this does require anything to been redraw as im was just using the 2009 assets. Im dont thinks its needed really as im does do liked the oldschool style.
#51
Those are the least 2 graphics assest im need help for:
Much better icon of the face, even higher than the 256x256px....

even this one is usable, im thinks its could been done better for the diamond.

Optional im do want graphics help for backgrounds, but the game does looks fine without them.
#52
Then he would been more swimming than flying. Anyway start and end screen don't need to been in top and bottom anymore.

Progression would been something like boulderdash.....

But, now this is a alpha 9 level demo by now on the test folder:
https://spacefractal.com/test/

The game is about 5mb and there is no sound yet as.... its still not finished, hihi.
#53
Im have choosen a levelset would been 10 levels per set.

The last level 11-20 from the original would just been a levelset, dubbed Cave D or something like that..... The reason the variants for the bigger levels would been too much maze orientated as im really want to avoid, but is more fun as a levelset througth.

btw im prepare a 9 level demo and im should release it quite soon in this week. Only few thing missing and its done.
#54
yes they was.

Today im thinks im got tentacle works, so they can now move on water, floor and up side down, and they can move from screen to screen (as this game using a tile map, not screen map). Can been fun to use them in new ways. Also now a little bit easier to get around walls (when there is no raft), so you dont die too easy on water.

no underwater levels, as he would die anyway,  and would not make sense at all. But either H.E.R.O. and the miner dont need to been placed at top and at bottom at all throught.
#55
this is not a 100% strict remake of the original. Yes difficulty is a qutie high in the game, but im loved it and its a atari 2600 game and im was quite impressed how much fun that game was.

Im have plans to do all 20 original levels and progression as original. So no changes, BUT there is variants, added and changed room versions of the original as well (the above room is one of them).

Also there has been some adjustments here and there, things that is easier to do. Raft example.

Any new graphics then im will need help. Currectly im using the 2009 graphics, which is still fine for me, so the improvements for the graphics would been backgrounds and eventuelly new enemies. Enemies that can been used for the extended levels.

im just want to get the original and mixed to work togheter first when the first 9 levels is done, as long with the intermissions bonus levels.

#56
when im fell its ready, there would been a webgl version of course.

Im do a test version when 10 levels is done (unlike the original remake, this version does take much more time to do levels as anything is done in tmx now and not with colors).

Currectly im have done original 1-9 with only very minor tweeks needed (due im uses 36x18 tiles size rather than 38x18 as in original), while that way you need to complete them is the same of course. Also there is various variants of those levels as well, here im done 2-7 (level 1 is only one im dont do variant of it me think).

PS. the Water animation in the wall area is only shown when you are fully in the bottom, which this screen is not.
#57



Since not all might seen the bonus section, im have finally started a game of my own. actuelly a game im allready have done in blitzmax, but want to done it again in glbasic, but this time its not a strictly remake of the original game, but screens has been extended here and there, mostly to find the new item: Diamonds (seen in level 2 im diddent took in the video).

Its a game based on H.E.R.O. and im might want to get some graphics on this game, mostly on the polish side throught, etc backgrounds (this version has seperate layers on background and foreground, unlike the blitzmax version.

The game is now fully playable. Still missing various things throught (you dont get bonus with remaining bombs example).
#58
Its does works on Steam Deck (which uses Proton on Linux).
#59
Windows 32/64bit, Webgl HTML5/Javascript and Android 32/64bit (which require a older Android Studio to compile it correctly).
#60
im diddent touch any of the sound. so browsers is strange sometime. sound refuse to work until you clicking on the game throught. this is nothing im can do of course. Im only try to add that listinger a bit later....