Looks pretty nice indeed, as usual Smile

http://www.effectgames.com/demos/canvascycle/ is a HTML5 Canvas-based rendition of some great palette effects from 1980s and 1990s games.
Lionel Debroux wrote:
Looks pretty nice indeed, as usual Smile

http://www.effectgames.com/demos/canvascycle/ is a HTML5 Canvas-based rendition of some great palette effects from 1980s and 1990s games.

This is great, thanks for sharing! I like that you can mouseover the palette entries to see where they're active in the scenes, very cool.
Those are great, I remember being wowed by the fact that it's static image data and animation through palette rotation - Magic Marsh Night is a great example ... doesn't even use all 256 colours!
Yeah it blew my mind too, I remember noticing the first time I was running a Sega Master System emulator and being able to see the palette swapping going on.. Just one of those cool moments of seeing how coders overcome hardware limitations.

I've spent a bit of time on bosses this week, mainly tweaking their AI for the bigger play screen, but also started doing colour sprites (and I finally put some colour in the player sprite too Razz )

Difficulty levels are now finished, which are:

- Easy, enemies have less HP and hit softer.
- Normal (no change)
- Hard, Gold death penalty is increased to half (normally a quarter), enemies spawn more often, and instead of respawning at a nearby Well of Life, you respawn all the way back at your house (or the castle dungeons if you haven't completed the first area yet)
- Hell, same higher enemy spawn rate as Hard, but you only have one life. Once you die, the game is lost.

Below is a roughly 4 minute clip of me running through the first area fairly quickly (on Normal difficulty). There is now an intro wall of text when starting a new game too, which you can speed up or skip if you don't want to sit through it.

The game is/was almost finished, I was knee deep in play testing and balancing.. And then decided I wanted to rewrite the AI for a couple of the enemies.. Which meant I needed to rewrite how all the enemy AI was structured because of the convoluted way I did it years ago Surprised But it's now mostly done!

Some of it was improving the basic path finding for walking enemies to be a little smarter (still not that smart, just not prone to sitting idle in a corner now). But what I really wanted to do was improve the Bee and Bat enemies to behave more like they do in Golvellius, which they're meant to be based off. I tried doing this 20 years ago but had no idea how to do it then.

The first image is how Bees and Bats used to behave, which was to just move in the same circle pattern every time. The second image is how Bees now behave, which is that they have various circle patterns to choose from, and sometimes turn clockwise, sometimes counter clockwise. (Semi related, enemy bullets now are deflected by the shield instead of being absorbed). The right image is how Bats now behave, which to sort of swoop at the player in arc patterns.. This one is what really did my head in 20 years ago, so I'm glad to have come up with a solution.



I think I'm on the home stretch now. I have a bunch of notes for small revisions from my testing, but it should be finished soon Smile
The colours are so vibrant! Can you show us the full palette? I think it would apply to other games nicely.
The artwork looks amazing, I just noticed that the mountain Corners weren't rounded but other than that everything looks good! Keep up the good work Razz
Thanks! Here's the palette I'm using:


Alvajoy123 wrote:
The artwork looks amazing, I just noticed that the mountain Corners weren't rounded but other than that everything looks good! Keep up the good work Razz
Mmm that was on my original wish list of things to improve, but then I kept adding other tiles and now all 256 slots in the tileset are used! There are a couple of tricks I could use to swap out tiles for different areas, etc. that would free up some slots for some nicer mountain edges.. I'll see how I go Wink
Cool - are you using all 64 colours or do you switch between 4 x 16 colour palettes?
tr1p1ea wrote:
Cool - are you using all 64 colours or do you switch between 4 x 16 colour palettes?
I'm using all 64 colours together, so each 8x8 sprite is stored in 8-bit format, using up 64 bytes. Colour index 0 (magenta) is transparent, which is ignored for tile sprites for speed.

I've added in the random chance for enemies to drop a health orb upon death that heals the player half a heart when collected (the random chance is lower in the actual game, I turned it up for the below capture). I did this because I found that longer dungeons were a little tough and had no way for the player to heal, so now you could potentially find yourself a nice little grind spot mid-dungeon to heal up Smile

Version 2.0.0 is now available in the archives here Smile
Downloaded! Amazing work Smile.

Do you think putting some information in the readme about there being no Asm( token and perhaps using something like arTIfiCE for newer calcs would be a good idea?
JamesV wrote:
Version 2.0.0 is now available in the archives here Smile


Great Job on the release!! Razz "Production was very fast"

Do you think you may have any future plans for the game?
tr1p1ea wrote:
Downloaded! Amazing work Smile.

Do you think putting some information in the readme about there being no Asm( token and perhaps using something like arTIfiCE for newer calcs would be a good idea?
Thanks! That's a good point, I'll hold off a couple of days in case there are any other small things like this I've missed, and then upload an updated zip Smile

Alvajob123 wrote:
Great Job on the release!! Razz "Production was very fast"

Do you think you may have any future plans for the game?
Haha indeed, I tried to keep up momentum so I didn't end up with another half finished project Razz

I have a couple of ideas for updates.. I'd still like to improve the look of the mountains like you pointed out the other day.. I came up with a solution to do this whilst still having maximum 256 tiles (including doing nicer edging for water, swamps and lava as well), but it was going to require more re-writing of the map engine than I was willing to do at this stage. But perhaps I'll come back to it. I have also considered adding animation to enemy sprites as a possibility in the future.

In the meantime, I have a plethora of other unfinished projects. Some I've more or less abandoned for the time being and will likely never come back to, but some I'd like to try to make some progress on.
  
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