New Game: Emu's Massive Hunt (WIP)

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Rich
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Re: New Game: Emu's Massive Hunt (WIP)

Post by Rich »

This will be very good , but a quick question will there be a key press option to toddle the music on and off? As good as it is it would be nice, I remember playing bewitched and after a while I would turn the volume down on my TV😂
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AndyH
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

Haha. No, I will force you to listen at full volume...hehe, yes M to toggle music :)
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Rich
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Re: New Game: Emu's Massive Hunt (WIP)

Post by Rich »

AndyH wrote: Tue Feb 27, 2024 6:20 am Haha. No, I will force you to listen at full volume...hehe, yes M to toggle music :)
😆 You had me there,it's a shame there's only one volume setting on the Vic20.Will it be for sale on the tfw8it as a digital download 👍
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

It'll be a free download I think, but may go on tfw8b in some way first, maybe on the Penultimate.
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Re: New Game: Emu's Massive Hunt (WIP)

Post by Rich »

Great carn`t wait!!! ( Penultimate bug free one)
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Re: New Game: Emu's Massive Hunt (WIP)

Post by Kweepa »

This looks spectacular!
So many nice touches.
Really looking forward to it!
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

I've just a few things left to do before can begin testing properly. Some locations down in the dungeons to complete, but here's a (low-res) map of the world.
low-res-map.jpg
low-res-map.jpg (211.86 KiB) Viewed 575 times
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Re: New Game: Emu's Massive Hunt (WIP)

Post by Rich »

Bloody hell AndyH that's a lot of rooms !!! how long have you been working on this project? Looks amazing well done 👍
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

About two months so far! It's much easier to get a lot done when you're enjoying doing it. I've not had any real road blocks or problems along the way either with this amount of RAM free I've not had to cut anything back...well except my calculations on the compiled sprites were off, they were taking up more space than I'd realised so I am back to regular sprite data. It's still flicker free on NTSC thanks to the way the locations are designed.

There are a lot of locations, 64 in total. Good news is you can choose your difficulty level, so if you want loads of lives and an easier time you can :)
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Re: New Game: Emu's Massive Hunt (WIP)

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Re: New Game: Emu's Massive Hunt (WIP)

Post by Lechuck »

It looks impressive! I like very much the way it ‘dies’ :)

Looking forward to the ‘official’ release.

Cheers
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Re: New Game: Emu's Massive Hunt (WIP)

Post by pixel »

...
Last edited by pixel on Wed Mar 06, 2024 7:53 pm, edited 1 time in total.
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

Yes, everything is skippable...except for the game over / ranking.

for timings,
raster time.png
I get 6 sprites with the raster time not overrunning off the bottom on PAL, on NTSC it does. Add grotbags in later and a bit more, but due to the draw order I've not spotted any flicker due to display timing so it appears to be working out nicely in my favour.

The music will live inside your head after 5 minutes of play. After 10 minutes you don't notice it, it compliments the experience nicely :)
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Re: New Game: Emu's Massive Hunt (WIP)

Post by LOFI_CODER »

AndyH wrote: Mon Mar 04, 2024 2:47 am I've just a few things left to do before can begin testing properly. Some locations down in the dungeons to complete, but here's a (low-res) map of the world.

low-res-map.jpg
Bloody hell!
That looks really cool!
Getting something like that done in just 2 months is really awesome.
Respect!
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

It has been a lot of fun so the time has sort of zipped by. And thanks BTW.
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