Freedom Fighter - Rise of humans *WORK IN PROGRESS*

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Van thegeps

Paragon (1175)

afbeelding van thegeps

20-01-2020, 10:37

Yes, don't worry. Sound fx will be implement. I have to create them (and original bgm too). The player (and the tracker) that I use can play both bgm and sfx

Van santiontanon

Paragon (1770)

afbeelding van santiontanon

20-01-2020, 17:17

nice!! I think the new "boss hit" effect looks very good!

Van Totta

Expert (86)

afbeelding van Totta

05-02-2020, 15:10

So far the game looks amazing but if there is something that has always bugged me with games from the 80's and 90's is that all explosions look the same. If possible, why not have a gallery of 5-6 different kinds of explosions and randomly pick one when a ship is hit or perhaps assign a certain kind of explosion to a certain enemy? It might sound like a minor improvement but I think it might actually add something without eating upp too much resources, right?

Van thegeps

Paragon (1175)

afbeelding van thegeps

05-02-2020, 15:49

to say the truth I haven't enough space for another (or more) explosion sequences. Explosion are sprites and have 3 frames. All sprites data are full. I have to erase 8 sprites and load new data to draw middle level boss... and just after he is died I have to reload prec rased data in VRAM... don't forget that when using 16x16 sprites you have only 64 sprite definitions. And I have tree frames for each enemy

Van thegeps

Paragon (1175)

afbeelding van thegeps

25-03-2020, 21:07

Just testing:

-level2 tilemap
-all bullets color frame alternation (white/cyan)
-end of level statistics and airship screen exit
-proper level change
-proper music change
-cheats implementation (full weapon and no airship collision)

obviously I have to draw new sprites, new bosses, and change their attack pattern (now there are simply
copied and pasted from level1)

Before you ask: musics aren't mine. Both are distribuited within Arkos Tracker 2 pack.
First level song is a famous videogame (Saboteur 2) music composed by Rob Hubbard (Targhan converted
it for Arkos Tracker for our beloved PSG)
Second level song is composed by Targhan. All credits have to go to him! I'm really tempted to ask him
to compose Freedom Fighter's Musics...

As always don't forget to set YouTube video quality to 720p50 to have a proper framerate

https://youtu.be/gVVykzRjsO8

Van Manuel

Ascended (19308)

afbeelding van Manuel

25-03-2020, 22:45

Great! It would help to make it feel more 'alive' after you added sound effects...

Van thegeps

Paragon (1175)

afbeelding van thegeps

25-03-2020, 23:32

Yep, it's on my "to do list" Wink

Van santiontanon

Paragon (1770)

afbeelding van santiontanon

04-04-2020, 21:21

I see it's advancing nicely!!!! how much space does the current rom use? those maps are getting large!!

Van thegeps

Paragon (1175)

afbeelding van thegeps

05-04-2020, 09:50

It's a megarom. I plan to do 5 levels. Each level use a megarom segment (16KB) and contains: 2 tilsets, sprites data, enemies' patterns, midboss and endboss patterns, level music, (low)packed tilemap. Remaining space will be used for intro and end game sequences (I don't know if I'll be able to include all of this for msxdev, but I can eventually do an "extended version" after msxdev)

Van Emphy

Resident (59)

afbeelding van Emphy

05-04-2020, 16:00

Will it also be compatible and perform as well with ntsc (60hz)?

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