Jump to content



9

Monster Bash - Arcade Conversion


130 replies to this topic

#101 retrorussell OFFLINE  

retrorussell

    Stargunner

  • 1,410 posts
  • I pity the foo' who likes Shaq Fu! Foo'!
  • Location:Beaverton OR

Posted Fri Nov 25, 2011 9:54 PM

Excellent work! Can't wait to hear this complete with music. I used to dream of being able to program like this, but I just don't have the patience.

#102 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Sat Nov 26, 2011 9:24 AM

Here is my weekly update video for Monster Bash on the coleco vision.

Thanks for all the support on the game everyone!



Take care
Russ

#103 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Tue Nov 29, 2011 5:23 PM

Just a quick Update on my progress on Monster Bash conversion.

- The candles in level 1 now burn out and regenerate after a while, like in the arcade version
- If the player gets the super zapper shot, the boss runs twice as fast making it harder to hit him and increasing the chances he will catch you.
- Level 1 got another minor tile upgrade to look even better.
- Level 2 werewolf enemy sprites are at about 50% complete

Hopefully i'll have another progress video for the weekend?!

Take care
Russ

Edited by RKGames, Tue Nov 29, 2011 5:31 PM.


#104 xybot67 OFFLINE  

xybot67

    Star Raider

  • 73 posts
  • Location:Montreal, Canada

Posted Tue Nov 29, 2011 6:09 PM

Thanks for all the updates. I am really looking forward to this game. Your work is truly impressive!

#105 youki OFFLINE  

youki

    Stargunner

  • 1,077 posts

Posted Wed Nov 30, 2011 2:23 AM

RKGames , there is a problem with your game.... Graphically it is nicer than the arcade version!!!! I love your graphics!

however , If you have enough rom space to do that, you should add an option to use monochrome sprites (at least for monsters) to be able to play without (or less) flickering if we wish.

#106 DemonoidTentacle OFFLINE  

DemonoidTentacle

    Moonsweeper

  • 313 posts
  • Location:Tasmania, Australia

Posted Wed Nov 30, 2011 6:11 AM

Just had a big read through. I really enjoyed the amount of updates and progress this project has. It looks great!

n00b question: What's the devkit that is being used in the first video?

#107 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Wed Nov 30, 2011 1:01 PM

View PostDemonoidTentacle, on Wed Nov 30, 2011 6:11 AM, said:

Just had a big read through. I really enjoyed the amount of updates and progress this project has. It looks great!

n00b question: What's the devkit that is being used in the first video?

The devkit i show in the video is the tile / sprite editor in (Dan B's) newColeco's coleco sdk. it's free to download from his site, it takes only a little googling to find, or IM the user newcoleco on the atariage forums if interested, Dan is a friendly and very helpful person if you are looking to get into coleco development. hope this helps

Russ

#108 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Wed Nov 30, 2011 1:08 PM

View Postyouki, on Wed Nov 30, 2011 2:23 AM, said:

RKGames , there is a problem with your game.... Graphically it is nicer than the arcade version!!!! I love your graphics!

however , If you have enough rom space to do that, you should add an option to use monochrome sprites (at least for monsters) to be able to play without (or less) flickering if we wish.

Thanks a lot for the nice comment on the game! I will see about adding a mono sprite mode as an option! All these sprites and 2 tile sets are starting to take their toll on rom size. I still have some optimizations, but i'm at 29k with only 2 levels. I need to get some info on bank switching most likely soon?! i think i can save about 4 to 5k by some code and tile set cleanup/reuse that i've been meaning to get to. I'f i'm super careful i might be able to get it all in 32k, but that's also not including any music or sound. so i might need to exceed 32k on this one. any ideas or info on bank switching from anyone on here PLEASE let me know how easy / hard it is on the coleco!

Russ

#109 youki OFFLINE  

youki

    Stargunner

  • 1,077 posts

Posted Wed Nov 30, 2011 2:47 PM

Seeing the kind of graphic that has this game , you should be able quiet easly to make work this game in 32k including sound and music and code.

Do you use RLE compression? How many pattern and color table do you use? (i think it could be possible to do your graphic using only one pattern and color table not 3 of each ).

Are you using Daniel 's Development kit? He has implemented special compression routine (DAN0) that give better result than RLE .

#110 retroillucid OFFLINE  

retroillucid

    River Patroller

  • 2,490 posts
  • CollectorVision Games - Publishing Homebrew
  • Location:Montreal, Canada

Posted Wed Nov 30, 2011 3:24 PM

View PostRKGames, on Wed Nov 30, 2011 1:08 PM, said:

any ideas or info on bank switching from anyone on here PLEASE let me know how easy / hard it is on the coleco!

Russ

Drop me a mail and I'll give you the details for Bank-Switching ;)

#111 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Wed Nov 30, 2011 3:40 PM

View Postretroillucid, on Wed Nov 30, 2011 3:24 PM, said:

View PostRKGames, on Wed Nov 30, 2011 1:08 PM, said:

any ideas or info on bank switching from anyone on here PLEASE let me know how easy / hard it is on the coleco!

Russ

Drop me a mail and I'll give you the details for Bank-Switching ;)

Thanks, message sent.

#112 Jordiway OFFLINE  

Jordiway

    Star Raider

  • 61 posts

Posted Mon Jan 23, 2012 1:49 PM

Hey Russ havent heard from you in a while just wanted to know if you had any new updates.

#113 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Mon Jan 23, 2012 7:35 PM

View PostJordiway, on Mon Jan 23, 2012 1:49 PM, said:

Hey Russ havent heard from you in a while just wanted to know if you had any new updates.

Thanks for asking! I put the game on hold for a little so i can focus on my CV tracker - music composer application to help myself and other homebrew developers create coleco tunes easier! Once that is done i'll be jumping back into Game dev. Plus i gotta start thinking of something neat todo for the colecovision 30th anniversary! I hope i didnt miss it, i think it's in august? correct me if i'm wrong anyone.

Oh, and tomorrow marks my 1 year anniversary on the atari age forumns, all considering i had a good year, i finished Side Trak, got Monster bash about 50% complete and am working on a coleco music composer tool.

Here is a youtube video of the CV tracker playing a familiar song (in midi for now, soon it should be playing on the coleco :) )



Take care,
Russ

#114 phattyboombatty OFFLINE  

phattyboombatty

    Moonsweeper

  • 320 posts
  • Location:San Diego, CA

Posted Tue Jan 24, 2012 12:06 PM

Totally awesome!! Nice work Russ!

#115 Jordiway OFFLINE  

Jordiway

    Star Raider

  • 61 posts

Posted Wed Jan 25, 2012 12:36 AM

SMB very cool great job Russ

#116 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Wed Jan 25, 2012 10:00 PM

View Postphattyboombatty, on Tue Jan 24, 2012 12:06 PM, said:

Totally awesome!! Nice work Russ!

View PostJordiway, on Wed Jan 25, 2012 12:36 AM, said:

SMB very cool great job Russ

Thanks Guys!

#117 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Thu Apr 26, 2012 10:07 PM

Just a quick update on Monster Bash. yes that game i started back in august is finally getting some attention again :) I got the first 2 of 3 levels just about completed, and have tonight resumed work on my graphics and code overhaul to get some rom space back! The reason for the slow dev time was i just about ran out of rom space (32k max) to early in the dev process. I got 6k back tonight from my graphics re-org work, so the rom weighs in at 25.1k now. that should just about be enough to get level 3 coded and hopefully some simple but nice music?!?!? I want to be sure to have this done for the 30th coleco anniversary so i'll keep everyone posted on my progress as always and will hopefully have a progress video up on youtube if i get more work done in the next few days!

P.S. CV Tracker is on hold only until i get monster bash done. I had a few too many projects going at once.

Russ

#118 NIAD OFFLINE  

NIAD

    Stargunner

  • 1,584 posts
  • Location:Chicago Suburb

Posted Thu Apr 26, 2012 10:20 PM

Great news Russ! Good luck with the completion of Monster Bash as I, and I'm sure many others, am really looking forward to the completion of it. Seeing as it sounds like you won't have room on a 32K rom for adding new levels like you discussed previously... maybe a Monster Bash II could be considered for next year as I'd love to see all what you could come up with as far as new levels and monsters.

#119 cmart604 OFFLINE  

cmart604

    River Patroller

  • 2,991 posts
  • Location:Vancouver

Posted Thu Apr 26, 2012 11:59 PM

View PostNIAD, on Thu Apr 26, 2012 10:20 PM, said:

Great news Russ! Good luck with the completion of Monster Bash as I, and I'm sure many others, am really looking forward to the completion of it. Seeing as it sounds like you won't have room on a 32K rom for adding new levels like you discussed previously... maybe a Monster Bash II could be considered for next year as I'd love to see all what you could come up with as far as new levels and monsters.

MB2! I like the way you're thinking! :)

#120 pboland OFFLINE  

pboland

    Dragonstomper

  • 633 posts
  • Location:Ohio

Posted Fri Apr 27, 2012 7:12 AM

I made a trading card for this game and I totally forgot someone was working on it! The progress looks great. I can't wait to see the finished game.
Here's some more inspiration (if you need it):

MonsterBashboxfront.jpg MonsterBashcart.jpg

#121 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Fri Apr 27, 2012 8:34 AM

View Postpboland, on Fri Apr 27, 2012 7:12 AM, said:

I made a trading card for this game and I totally forgot someone was working on it! The progress looks great. I can't wait to see the finished game.
Here's some more inspiration (if you need it):

Attachment MonsterBashboxfront.jpg Attachment MonsterBashcart.jpg

WOW is that awesome!!!! Great box art work! I would say yes, that is one heck of a motivator to getting the game done!!!! I hope JF uses this as the actual box art (providing he is still interested in publishing this one for me?)

Quick update. more graphics/code cleanup from very late last night gets me down to 24.5k so i got just about all the rom space i need to finish.

Russ

#122 RelliK111 OFFLINE  

RelliK111

    Dragonstomper

  • 559 posts
  • Location:Columbus Ohio

Posted Fri Apr 27, 2012 10:56 PM

View PostRKGames, on Fri Apr 27, 2012 8:34 AM, said:

View Postpboland, on Fri Apr 27, 2012 7:12 AM, said:

I made a trading card for this game and I totally forgot someone was working on it! The progress looks great. I can't wait to see the finished game.
Here's some more inspiration (if you need it):

Attachment MonsterBashboxfront.jpg Attachment MonsterBashcart.jpg

WOW is that awesome!!!! Great box art work! I would say yes, that is one heck of a motivator to getting the game done!!!! I hope JF uses this as the actual box art (providing he is still interested in publishing this one for me?)

Quick update. more graphics/code cleanup from very late last night gets me down to 24.5k so i got just about all the rom space i need to finish.

Russ

Thats great!!! Its wonderful to hear that you working on this again! I really can't wait to play this :-D :thumbsup:

#123 the.golden.ax OFFLINE  

the.golden.ax

    Toss me

  • 10,350 posts
  • Just don't tell the Elf

Posted Fri Apr 27, 2012 11:29 PM

Is this the same game as ghost house on SMS, or is that different?

#124 RKGames OFFLINE  

RKGames

    Chopper Commander

  • 143 posts

Posted Sun May 6, 2012 7:58 AM

Just wanted to post a quick update on my Monster Bash coleco vision conversion. I didnt have time like i was hoping to shot a video but instead wanted to share some nice screen shots to help show the detail of the level redesigns! you will also notice the bat sprites are now single color to give me back some sprite space and to lower the flicker slightly in the game.


Posted Image

Posted Image

Posted Image

Posted Image
Level 2 will have werewolves instead of bats for the enemies, i'm coding them in next.

Level 3 character set is 50% complete and i'm hoping to have a screen shot in the next week to post!

Take care,
Russ

#125 evg2000 OFFLINE  

evg2000

    Moonsweeper

  • 359 posts
  • Location:N. Cal

Posted Sun May 6, 2012 9:46 AM

looks great!




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users