New Game: Emu's Massive Hunt (WIP)

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

Post by AndyH »

Tonight I'm working on the plumbing.
EmusMassive8.gif
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

Dusk and Dark - these will be used for some areas in the dungeons. I might change the edges of the light areas to blue.
EmusMassive9.gif
EmusMassiveA.gif
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LOFI_CODER
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Re: New Game: Emu's Massive Hunt (WIP)

Post by LOFI_CODER »

That looks really great!
As a monochrome fan, I particularly like the night mode.
From my point of view, no colour needs to be added in the immediate surroundings of Emu.

How do you create these cool GIF clips?
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Re: New Game: Emu's Massive Hunt (WIP)

Post by huffelduff »

AndyH wrote: Mon Feb 05, 2024 1:43 pm Tonight I'm working on the plumbing.
Hi Andy,

Its looking great.
Suck pipes! Whooohoooo, I love it.
I've been looking at Turbo Rascal and your code examples btw.

Greetings

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

Post by AndyH »

You could be on to something there - for full night I'll try just blue around you for a very dark feeling. Might be too much but will see.

I use ScreenToGif to capture the screen, it's a nice little tool.

Unfortunately with the animated gif's you're not hearing the suck noise as you jump into one, or the dink sounds as you hit corners :lol:

Thanks BTW :) Next I will be adding the baddies finally. This is what memory looks like at the moment, with no optimisations.
emu-memory.png
Compressed room data is in block 5 but I'm expecting I will need to eat into block 3 before I'm finished. Then need to fit the rest of the code in the last 8k. I have all the graphic data, included the shifted sprites, already in and that's what takes a large chunk of RAM. Fingers crossed I can keep everything and not run out of memory.
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

Still need the colour on the dusk mode, but here's what the dark mode looks like just in blue.
EmusMassiveB.gif
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Re: New Game: Emu's Massive Hunt (WIP)

Post by Rich »

This is looking like a well polished game, well done!!!
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

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

Post by Ola H »

Dusk mode is great :D
It truly captures the sensation of running with a headlamp in nature at night. It's like you're carrying civilization with you, making you feel secure in the midst of the unknown.
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Re: New Game: Emu's Massive Hunt (WIP)

Post by mingle »

Very nice looking game. However the flickering in the illuminated area around the character is a little disconcerting.

Is that a design feature, or just a Vic limitation?

Cheers,

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

Post by AndyH »

Dusk mode looks good on a CRT screen too.

The flickering has been improved in the latest, a little more random rather than strobing. It is intentional, supposed to be like candlelight. I don't want to give anyone a fit or anything. The good news is there are only some limited areas where it will be used and not many rooms.
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Re: New Game: Emu's Massive Hunt (WIP)

Post by Lechuck »

It is great!

I love the sucking pipes effect. Looks so real!

Looking forward to the final game…

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

Post by AndyH »

:) Thanks!

Baddies that move up and down added. I've got horizontal and diagonal baddie movement to put in next.
EmusMassiveC.gif
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Re: New Game: Emu's Massive Hunt (WIP)

Post by AndyH »

This area is quite tricky. I may have to relax the difficulty.
EmusMassiveD.gif
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Re: New Game: Emu's Massive Hunt (WIP)

Post by LOFI_CODER »

So many different rooms and options!

It's going to be an open-world game, isn't it? :wink:

Looking forward for the first beta version!

Greetings
LOFI
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