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saimo
Registered: Aug 2009 Posts: 36 |
HOC INIT EXIT - should I resume its development?
Hello,
every now and then, when I happen to have some free time, I toy with the idea of resuming the development of HOC INIT EXIT: eventually, I always give up because I can't really allow myself to waste time, especially for something that, probably, isn't of much interest to others. So, I thought some feedback could help me decide and, maybe, provide some motivation.
The game is basically missing two things:
* a special closing phase for each level (it's a slight variation of the gameplay, identical for all levels);
* sound (I haven't decided whether to go for sound effects or music, but currently I'm leaning towards the latter).
What do you say?
Cheers |
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Wisdom
Registered: Dec 2001 Posts: 90 |
Simple but pretty cute graphics. I loved it and would like to see it completed. :-)
If you need help with the sound (either effects or music), let me know.
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jailbird
Registered: Dec 2001 Posts: 1578 |
Looks quite promising!
I really dig the graphics. Cute stuff (^_^)
With just a bit more interesting gameplay I'm pretty sure it would single-handedly beat the shit out of every single Richard Bayliss game so far. So just go for it! We're always hungry for quality fresh stuff around 'ere =) |
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Ventura Account closed
Registered: Jan 2006 Posts: 67 |
By all means go ahead, but: add a funky disclaimer for people suffering from obisitas,
before they rush off to the fridge/snackbar/supermarket and kill themselves for real. :) |
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saimo
Registered: Aug 2009 Posts: 36 |
Guys, thanks a lot! Your words are a great encouragement! :)
Today I'm in a heck of a hurry - all of a sudden, I have a very tight deadline for another game of mine (I've been asked to prepare a very special edition and I have just half a day to do it!) - but as soon as possible I'll get back to you.
Anyway, I've decided to at least add sound: possibly, both music and sound effects. Details to follow...
Wisdom: your cooperation would be much appreciated; back when I released the game I received an offer from Richard/TND (IIRC) as well, so, for correctness, I'll inform him about my decision to add sound. Personally I have no preference and I'd gladly work with both of you.
Jailbird: for the moment being, the gameplay will stay the same; but I agree that a richer gameplay would make the game better.
Ventura: LOL |
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saimo
Registered: Aug 2009 Posts: 36 |
Hi friends, as promised I'm back to give you some details regarding what I'd like to add. As I said, I'd like to tackle the audio part.
MINIMUM OBJECTIVE: 1 piece of in-game music*.
BETTER OBJECTIVE #1: 2 pieces of in-game music**.
BETTER OBJECTIVE #2: 1 piece in-game music, sound effects***.
BETTER OBJECTIVE #3: 2 pieces of in-game music, sound effects.
IDEAL OBJECTIVE #4: 1 piece of music for the start screen, 2 pieces of in-game music, sound effects.
* Obviously, looping ad infinitum.
** One for even levels, one for odd levels.
*** Effects to start with: one for jumps, one for falls, one for catches.
However, since I'm using BASIC, there are of course a few requirements (I don't think I'll say anything you don't already imagine, but anyway...):
* music must be located somewhere in the BASIC RAM (I'd put it right at the end, f.ex. at 0x9000 if the total size is 4 kB);
* it must be possible to start/stop music/sounds by means of SYS/USR calls;
* it would be highly preferrable if sounds stopped automatically;
* it would be great if all sounds and music were contained in a single file (so that it can be loaded once and for all at startup).
RAM availability is not a problem for now (I have 16+ kB free) neither is raster time (I haven't measured it precisely, but there must be some 40 lines free) - it goes without saying that the less resources are used, the better, as those could be used to improve the gameplay and/or add more graphics. The replay routine(s) can be called regularly at every frame without problems.
Anybody is welcome to contribute, although Richard and Wisdom (in this order) are the first in line ;)
Cheers |
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Richard
Registered: Dec 2001 Posts: 621 |
@Saimo, putting music at $9000 should hopefully be no problem I'll see what I can do in Goat Tracker. To be able to play music in your game, you would need to add an interrupt player, but I can make one for you and give quick instructions on how to use it. :) |
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Ventura Account closed
Registered: Jan 2006 Posts: 67 |
Saimo: Nicing up the gameplay would really do it for this one.
I really like to see how this turns out. |
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saimo
Registered: Aug 2009 Posts: 36 |
@Richard
If the interrupt is needed for just calling the play routine at regular intervals, then it's not needed as long as, frequency-wise, it's sufficient to call the replay routine every frame, thanks to the fact that the game is already fully frame-synchronized (I'm saying this to avoid making things more complicate than needed).
That aside, are multiple songs and sounds possible (like in .sid files) with GoatTracker?
@Ventura
Sorry, for now I don't plan to make any gameplay enhancements. |
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Richard
Registered: Dec 2001 Posts: 621 |
Title music is done. I shall sort out the in game music later on this week :)
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saimo
Registered: Aug 2009 Posts: 36 |
@Richard
That's great, thanks! Could you send it my way (saimobvq at interfree.it) so I can start experimenting with it?
I plan to try the following (assuming the music has been relocated at 0x9000):
POKE 780,0
SYS 36864
...
SYS 36867 (every frame)
That aside, I've found in GoatTracker's documentation (section "5.2 Playroutine 2: Gamemusic (with sound-FX support)") also the answer to my own question regarding sound effects. It looks like it's very quick & easy :)
(By the way, the documentation I checked was part of an old port, so maybe things have changed... I'll have a look at the current documentation later.) |
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