Search found 30 matches
- Fri Aug 25, 2023 12:10 pm
- Forum: Brand new software!
- Topic: Duckstroma pt.2
- Replies: 4
- Views: 310
Re: Duckstroma pt.2
Updated Duckstroma/Duckstroma pt.2 is now available, should fix a crashing bug.
- Fri Jun 30, 2023 9:41 pm
- Forum: Brand new software!
- Topic: Duckstroma pt.2
- Replies: 4
- Views: 310
Re: Duckstroma pt.2
This version looks a bit like the graphics have been ported from another system, rather than Duckstroma 1, which looked like the speccy was the native graphic source. This is a small nitpick however, as I'll play it through and enjoy it. Quite odd as both started with ZX graphics and part 2 reuses ...
- Fri Jun 30, 2023 7:52 pm
- Forum: Brand new software!
- Topic: Duckstroma pt.2
- Replies: 4
- Views: 310
Duckstroma pt.2
The ZX/MSX finale of Duckstroma is now available
- Thu Jun 29, 2023 9:13 pm
- Forum: Showcase your work!
- Topic: Cursageddon
- Replies: 4
- Views: 6798
Re: Cursageddon
2.5 years later and it's almost ready for release and called Duckstroma pt.2.
- Thu Jun 29, 2023 9:09 pm
- Forum: Brand new software!
- Topic: Bearsden Primary School new games
- Replies: 15
- Views: 788
Re: Bearsden Primary School new games
Great stuff. I've started collating these for the DB. I see that WASD and strict enforcement of the deadly fall is de rigueur with the kids these days! I'll be playing some of these all the way through. I saw the WASD and thought people will be calling it unplayable, flashback to my first release w...
- Sun May 22, 2022 5:18 pm
- Forum: Showcase your work!
- Topic: Cursageddon
- Replies: 4
- Views: 6798
Re: Cursageddon
Now that the Amiga version of Duckstroma is (finally) finished I'm properly starting work on this.
- Fri Jan 21, 2022 11:36 pm
- Forum: Programming
- Topic: How do you design levels for your games?
- Replies: 29
- Views: 1385
Re: How do you design levels for your games?
I usually have a rough idea of main player abilities (size,jump height/length), then build a rough level in Tiled thinking of all the routes. Once I've finished the rough level I draw it simply again for the Spectrum (I use MPAGD to make ZX games), then I traverse the level and make tweaks to any po...
- Thu Mar 25, 2021 8:53 pm
- Forum: Brand new software!
- Topic: Duckstroma
- Replies: 19
- Views: 12477
Re: Duckstroma
V1.02 is now released.
https://narwhal.itch.io/duckstroma
https://narwhal.itch.io/duckstroma
- Fri Mar 05, 2021 8:46 pm
- Forum: Brand new software!
- Topic: Duckstroma
- Replies: 19
- Views: 12477
Re: Duckstroma
Breaking News!
There will be a final 1.02 update released before end of March, this should fix a death bug and adds a few more late game screens.
There will be a final 1.02 update released before end of March, this should fix a death bug and adds a few more late game screens.
- Sun Jan 10, 2021 2:18 pm
- Forum: Brand new software!
- Topic: Duckstroma
- Replies: 19
- Views: 12477
Re: Duckstroma
Version 1.01 is now available, it removes the solid block and the download includes .sna files.
- Fri Dec 18, 2020 11:38 pm
- Forum: Brand new software!
- Topic: Duckstroma
- Replies: 19
- Views: 12477
- Sun Nov 15, 2020 1:29 pm
- Forum: Showcase your work!
- Topic: Cursageddon
- Replies: 4
- Views: 6798
Cursageddon
This is one of next years MSX/ZX Spectrum releases from me, currently in early design stage.
Cursageddon
Cursageddon
- Sat Nov 14, 2020 10:58 pm
- Forum: Brand new software!
- Topic: Duckstroma
- Replies: 19
- Views: 12477
Re: Duckstroma
I wonder if this is a bug or an easter egg: there's an invisible solid block on the intro screen, but I still haven't managed to manoeuvre an egg to enable a jump that reaches the right hand edge. http://stonechatproductions.co.uk/zxgames/gameimages/Duckstroma.gif @UltraNarwhal, are you able to com...
- Sat Nov 07, 2020 3:52 pm
- Forum: Brand new software!
- Topic: Duckstroma
- Replies: 19
- Views: 12477
Duckstroma
[media]https://twitter.com/UltraNarwhal/status/1324783030406422528[/media] My new game for old hardware yearly release Meet Aura, she's a delivery duck and about to have a life changing day on the job. A client has requested 8 disks be delivered to them, but this won't be an easy task. Using Aura's ...
- Wed Oct 28, 2020 3:45 pm
- Forum: Showcase your work!
- Topic: Duckstroma
- Replies: 8
- Views: 9161
Re: Duckstroma
Didn't even know there was a Yandex this year, but if I did enter I'd have to delay release until contest ends.
- Tue Oct 27, 2020 10:05 pm
- Forum: Showcase your work!
- Topic: Duckstroma
- Replies: 8
- Views: 9161
Re: Duckstroma
Currently playtesting, game should be available from my itch.io page on 7th November.
- Sun Oct 04, 2020 9:31 pm
- Forum: Showcase your work!
- Topic: Duckstroma
- Replies: 8
- Views: 9161
Re: Duckstroma
Almost finished the MSX version of this, so the ZX version should follow soon after (or I'll release them together).
[media]https://twitter.com/UltraNarwhal/status ... 7414923264[/media]
[media]https://twitter.com/UltraNarwhal/status ... 7414923264[/media]
- Fri Aug 14, 2020 2:03 pm
- Forum: Showcase your work!
- Topic: Duckstroma
- Replies: 8
- Views: 9161
Duckstroma
So each year since discovering AGD I decided I'd release a new game for old hardware (Blimpgeddon/Octukitty/PTM), this years game is Duckstroma. Here's some early footage [media]https://twitter.com/UltraNarwhal/status/1294254530054492164 [/media] Unsure when in 2020 it'll be finished, just when I'm ...
- Tue Aug 11, 2020 10:17 pm
- Forum: ZX Spectrum Next
- Topic: Spectrum Next graphics style
- Replies: 8
- Views: 7806
Re: Spectrum Next graphics style
I'm not really familiar with the MSX2, surprised to see some games used 256 colours on screen at once.Lethargeek wrote: ↑Tue Aug 11, 2020 8:40 pmthis is actually closer to msx2UltraNarwhal wrote: ↑Tue Aug 11, 2020 5:04 pm 4 - 16bit machine 256+ colour less palette limations for sprites/tiles(no colour clash)
- Tue Aug 11, 2020 6:00 pm
- Forum: ZX Spectrum Next
- Topic: Spectrum Next graphics style
- Replies: 8
- Views: 7806
Re: Spectrum Next graphics style
Just a technical comment that “32” in the poll doesn’t relate to anything meaningful in the Next spec. The spec allow each layer to have 256 colours chosen from a total number of 512 colours. Fair enough, I just put that as that's how many colours I used and didn't want people to think there were 2...
- Tue Aug 11, 2020 5:04 pm
- Forum: ZX Spectrum Next
- Topic: Spectrum Next graphics style
- Replies: 8
- Views: 7806
Re: Spectrum Next graphics style
These styles represent 1 - Normal Speccy 16 colour(with colour clash) 2 - Speccy like 16 colour with more colours allowed on tiles (no colour clash) 3 - 8bit machine 32 colour with palette limations for sprites/tiles(no colour clash) 4 - 16bit machine 256+ colour less palette limations for sprites/t...
- Tue Aug 11, 2020 4:17 pm
- Forum: ZX Spectrum Next
- Topic: Spectrum Next graphics style
- Replies: 8
- Views: 7806
Spectrum Next graphics style
I'm curious of what Spectrum Next owners/players feel the graphics for Next games should look like. https://i.postimg.cc/WDPC79m8/Speccy-NEXT-style.png From this image which number do you feel matches your expectations for a Next game? Also what is your computer history, have you only ever owned a S...
- Wed Jul 01, 2020 7:41 pm
- Forum: Showcase your work!
- Topic: What are your current ZX Spectrum projects/games that you are working on?
- Replies: 46
- Views: 10027
- Mon Jul 29, 2019 6:07 pm
- Forum: Programming
- Topic: Arcade Game Designer
- Replies: 30
- Views: 8652
Re: Arcade Game Designer
Recently discovered that Blimpgeddon & OctuKitty when played on ULAplus hardware has incorrect colours. When making these games the first thing I did was change ULAplus palette to look like standard palette, but the emulator (ZXSpin) I used wasn't really showing me correct colours. So if you've ...
- Tue Jun 25, 2019 10:44 pm
- Forum: Programming
- Topic: Dizzy Scripting Engine - TRD
- Replies: 1
- Views: 878
Dizzy Scripting Engine - TRD
Don't think this has been posted yet.
There's now a tool to make Dizzy (or like) games for 128K Spectrums
http://dizzyse.ru/index_eng.html
Only issue with it is that your finished game compiles to a TRD file. Anybody know how to easily convert a TRD to TAP/TZX?
There's now a tool to make Dizzy (or like) games for 128K Spectrums
http://dizzyse.ru/index_eng.html
Only issue with it is that your finished game compiles to a TRD file. Anybody know how to easily convert a TRD to TAP/TZX?