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Forums > C64 Productions > Eye of the Beholder
2018-06-16 06:41
JackAsser

Registered: Jun 2002
Posts: 1534
Eye of the Beholder

Resumed. Easy Flash.

https://youtu.be/dvWrimZUk40
2018-06-16 12:10
Stinsen

Registered: Feb 2012
Posts: 49
As a long time fan of dungeon crawler type games, I must say this looks sooo fantastic. :)
2018-06-16 12:28
Oswald

Registered: Apr 2002
Posts: 4418
crazy man, this must be the most complex game up to date even in this state.
2018-06-16 12:49
JackAsser

Registered: Jun 2002
Posts: 1534
Quote: crazy man, this must be the most complex game up to date even in this state.

That depends on how you define complex. A good platformer such as Turrican is imo alot harder to implement given real time requierments, full screen scrolling, stable multiplexer, complex IRQs. This game has nothing of that, it’s just a lot of, uncomplicated, code.
2018-06-16 14:25
MagerValp

Registered: Dec 2001
Posts: 954
❤️
2018-06-16 14:51
ChristopherJam

Registered: Aug 2004
Posts: 946
Sooo much work. Respect.
2018-06-16 15:32
JackAsser

Registered: Jun 2002
Posts: 1534
Quote: Sooo much work. Respect.

Massive thanks to Illesh, Mirage, Veto and TwoFlower for helping out with graphics. And massive thanks to Algorithm for providing the sound routines and batch compressing all original samples.
2018-06-16 16:00
cadaver

Registered: Feb 2002
Posts: 1119
Much respect, the data wrangling, level scripting and UI interface code involved certainly add up complexity. I'm suprised how well the bitmap graphics work without colorclashing like hell.
2018-06-16 16:41
Oswald

Registered: Apr 2002
Posts: 4418
Quote: That depends on how you define complex. A good platformer such as Turrican is imo alot harder to implement given real time requierments, full screen scrolling, stable multiplexer, complex IRQs. This game has nothing of that, it’s just a lot of, uncomplicated, code.

yeah, but all that code fits easily on the back of a stamp compared to what I think you have here. and certainly doable on a vanilla c64, unlike your effort which would be a suicide.
2018-06-16 16:47
JackAsser

Registered: Jun 2002
Posts: 1534
Quote: Much respect, the data wrangling, level scripting and UI interface code involved certainly add up complexity. I'm suprised how well the bitmap graphics work without colorclashing like hell.

Bitmap with sprite overlay. Chars not 100% solid, i.e edges on items and monsters uses the sprite layer. Fullt opaque chars are in plain mc bitmap
2018-06-16 16:50
JackAsser

Registered: Jun 2002
Posts: 1534
Quote: yeah, but all that code fits easily on the back of a stamp compared to what I think you have here. and certainly doable on a vanilla c64, unlike your effort which would be a suicide.

Nah, it’s just 29k lines (hand written) of asm so far. ;)
 
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