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Crimson Twilight Beta07 [2009] |
AKA :
Crimson Twilight Teaser
Released At :
ECCC Chicago Expo 2009
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 :
Download :
Look for downloads on external sites:
Pokefinder.org
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 chatGPZ on 26 September 2009
mmmh. how to move around the map? |
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