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Crimson Twilight Beta07   [2009]

Crimson Twilight Beta07 Released by :
Arkanix Labs [web]

Release Date :
26 September 2009

Type :
C64 Game Preview

Crimson Twilight Teaser

Released At :
ECCC Chicago Expo 2009

User rating:awaiting 8 votes (5 left)   See votestatistics

Credits :
Code .... Fuzz of Arkanix Labs, Pseudo-soft Works, Retro64
  Moloch of Arkanix Labs, Armageddon, Driven Staff, Retro64
Music .... MTR1975 of FunkScientist Productions, Viruz
Graphics .... Moloch of Arkanix Labs, Armageddon, Driven Staff, Retro64
  Warlock of Arkanix Labs, Retro64
Design .... Moloch of Arkanix Labs, Armageddon, Driven Staff, Retro64
Charset .... The Infiltrator
Test .... Warlock of Arkanix Labs, Retro64

SIDs used in this release :
Mutator (excerpt)(/MUSICIANS/R/Ross_Mark/Mutator_excerpt.sid)

Download :
http://csdb.dk/getinternalfile.php/79531/CTBeta07_ArkanixLabs.d64 (downloads: 936)

Look for downloads on external sites:

User Comment
Submitted by Stinky on 7 October 2009
Beautiful char-mode, nothing compares for RPGs and they look so clean on c64.
User Comment
Submitted by MagerValp on 28 September 2009
TWW: apart from the fact that the tiles here look great, despite the heavy restrictions of char mode, there are a million other things that are more important to get right when making an RPG.
User Comment
Submitted by Kater on 28 September 2009
A new Game preview and its not brought to us by the no.1 preview crew onslaught?? Whats going wrong? :-P
User Comment
Submitted by Ksubi on 28 September 2009
Moloch: Sounds good: IRQ loading would be great, nothing worse than playing a RPG, the screen goes black and the drive starts...2 mins later it happens again in another part of the game.

Looking forward to the next release :-)
User Comment
Submitted by Moloch on 28 September 2009
The speed of the scroll routine is limited by a delay loop otherwise you'd move from 0 to 128 within a few seconds.
User Comment
Submitted by TWW on 28 September 2009
I like the idea.

However I do have a recomodation:

How about using Bitmap Hires instead. Gives you (a little more) graphical posibilities. Animations will be the same, the $d800 colour routine is the same, the only thing you need is to move 8 times more graphics in memory for the bitmap. With the movement speed here this shouldn't be very dificult.

my 8 bits!
User Comment
Submitted by MagerValp on 27 September 2009
I love the graphics style, and Adamantyr's project has been an inspiration for me too. The game sounds ambitious, so this preview was a little underwhelming - I was hoping to learn more about the game design, scripting, combat system, object management, and all the other things that make CRPG development interesting.

Looking forward to the xmas beta.
User Comment
Submitted by Moloch on 27 September 2009
Thanks for the feedback guys! It's good to hear and increases team morale!

@Ksubi: We'll certainly use an IRQ loader, we really haven't looked further than that into loaders. Map compression is also a factor that comes into play.

The world is 48 128x128 maps with 8 towns (64x64), 4 temples (64x64), 4 castles (64x64), 2 lighthouses (64x64), and four dungeons (128x128), plenty of these locations are multi-level. Disk size for final release is probably two sides minimum.

The game is based around my P&P D&D sessions of 20+ years. The interface and "feel" is heavily based around my favorite C64 CRPGs - Legacy of the Ancients, Legend of Blacksilver, and the Questron series.

We're working on a new, more playable, preview for release at WoC in December.
User Comment
Submitted by Hoild on 27 September 2009
Based on the interface it seems to be a heavily gamist oriented CRPG.
Area representation looks good, glad to see a minimalistic approach -- I liked Wasteland's even more symbolic and minimalistic graphics as well.

Hopefully game design will not be exclusively targetting gamists, and there will be non-combat encounters and clever puzzle solving tasks beyond the red-key-for-red-gate stuff. I am curious what the finished game will turn out to be like.
User Comment
Submitted by tbolt on 27 September 2009
Hires ftw! When is the playable preview coming out?
User Comment
Submitted by Ksubi on 27 September 2009
Really nice :) Love the RPG feel built up by the attention to detail with regard to the graphics and the atmospheric music. A few questions: 1) How big is the game going to be? (hard to tell at this stage I guess) 2) Any idea with regard to loading systems? (IRQ etc) Anyway, I'll be following the progress...thumbs up :)
User Comment
Submitted by Motion on 27 September 2009
Are our readers aware that your mouth is a toilet? At least I get up to use the toilet ...ya cheeky bugger! ;)
User Comment
Submitted by FATFrost on 26 September 2009
Motion listens to hvsc on the toilet.
User Comment
Submitted by Motion on 26 September 2009
...or in this instance, just having a very good musical memory! I recognized that tune immediately. ;)
User Comment
Submitted by iAN CooG on 26 September 2009
Chrom: just by searching some random byte pattern from the music data, for example

18 00 5F 1C 31 5F 1C 21 5F 1C 31 5F 1C 21

It's no magic =)
User Comment
Submitted by Chrom_ on 26 September 2009
Hey Motion, I'm really curious to know how in the world you managed to identify that tune in HVSC... It amazes me! :)
User Comment
Submitted by Motion on 26 September 2009
The music sounds like: /MUSICIANS/R/Ross_Mark/Mutator.sid - only (as you state), this preview features an excerpt of the complete tune, that I've listed here.

I love that font in the note and game. Good luck with the project, guys!
User Comment
Submitted by Richard on 26 September 2009
Lovely music. Nice preview. Shame we can't kill some monsters :)
User Comment
Submitted by plagueis on 26 September 2009
Looks really good!!! Music is incredible. Tiles look nice, equal to Ultima V detail or greater. Nice job.

Movement: [=North /=South ;=West '=East
User Comment
Submitted by Groepaz on 26 September 2009
mmmh. how to move around the map?
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