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

Registered: Jun 2002
Posts: 1989
Eye of the Beholder

Resumed. Easy Flash.

https://youtu.be/dvWrimZUk40
 
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2018-10-01 10:47
chatGPZ

Registered: Dec 2001
Posts: 11108
then again, we are not talking about amiga coding here :o)
2018-10-01 11:49
Krill

Registered: Apr 2002
Posts: 2839
Yeah, if anything, C-64 is undead, with a very much alive scene and audience. :)
2018-10-01 15:26
Oswald

Registered: Apr 2002
Posts: 5017
0. Frustration tolerance
1. Frustration tolerance
2. Frustration tolerance
3. Good coding skills
2018-10-09 23:04
JackAsser

Registered: Jun 2002
Posts: 1989
Update
-------

Highlights are:
* Character generation completed
* Load and Save to disk completed
* 48k lines of code

Unfiltered git-log since last update just to show you what I'm going through here:
* Added load and save facilities.
* Simplified kernel mode and optimized buffers. Added proper directory scanning.
* Moved io code to own segment. Asserts for start segment going outside ultimax range. Added error handling to saveing. Fixed drive motor stuck problem.
* Shuffled banks around to free up some memory on the cart.
* Restructured the memory layout so that all gamestate that has to be saved is continious. Added kernel save. Relocated sids to not collide with BSS.
* Optimized rendering and memory consumption of the big glimmer effect.
* More bugs found.
* Fix big glimmer animation when casting Wand of Silvas and Turn Undead
* Regression with item throwing, items are duped on throw
* Why can't rangers use the knife?
* NPC Dialogue crashes when pressing keys that are not part of the 1/2/3 menu
* Fixed further bugs
* Spears flying towards the party are rendered flat which is a bug
* Improved 6581 sounds
* Character generation play button
* Pressing camp->pray for spells w/o clerics and the click to dismiss the popup won't dismiss it visually.
* Improved Drow doors
* Fixed severe buffer overrun bug in memorize menu.
* Added default party to a fake load game function.
* Character geneation complete except for the play button.
* Fixed the flip with floor render bug. Fixed overlay ui render bugs.
* Began party finalization on creation
* Fixed bug with extra strength accidently was available to all classes.
* Simplified text rendering.
* Adjusted character name boxes in character generation
* Added tool to generate ascii to font index mapping
* Added name rendering on the character generation. Expanded the font to include more characters.
* Continue on the character generator
* Modify stats almost complete
* Restructured the makefile to use the new dog-tool. Fixed centering of class and race strings.
* Added the fadetab tool
* Massive work on the character generator
* Found two more bugs, added to the list.
* More of chargen implemented. Gamestate now cleared before chargen instead of after.
* Fixed alignment values
* Fixed jitter filtering.
* Fixed allowing new events to be generated even when shift and other modifiers are pressed
* Added support for frame wait. Refactored the keyboard handler to support arrow keys etc. Created the menu handler for the chargen. Added the three menus to chargen.
* Respond to mouse buttons during the intro.
* Bug when HP is >255
* Optimized framebuffer blitting a bit
* Restructured the TODO-file
* Fixed game screenmode sprite multiplex timing bug
* Fix flip-with-floor status on floor decorations
* Added proper launch sequence
* Added new chargen graphics and began text rendering.
2018-10-09 23:59
Raistlin

Registered: Mar 2007
Posts: 552
Can't wait for this! Any sort of ETA for finishing it?
2018-10-10 00:17
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: Can't wait for this! Any sort of ETA for finishing it?

Main game in a month or two. Then intro and ending might take a while since they're extremely graphics heavy.
2018-10-14 21:59
JackAsser

Registered: Jun 2002
Posts: 1989
New footage: https://youtu.be/SEWrACmFRGw
2018-10-15 14:15
AlexC

Registered: Jan 2008
Posts: 293
Quote: New footage: https://youtu.be/SEWrACmFRGw

This looks simply amazing, and this will be the best game on C64 possibly while I am sure this will be port I will play most. Really looking forward to buy it.
2018-10-15 14:46
AüMTRöN

Registered: Sep 2003
Posts: 42
Highly, very.
2018-10-15 15:46
WVL

Registered: Mar 2002
Posts: 886
Looks very nice!!! Saving to disk looks a bit painful though! Is there still memory left to add some button animation (pressing it) in the character generator?
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