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Re: GLUF
Posted: Fri Jan 11, 2019 7:59 am
by R-Tape
Morkin wrote: ↑Thu Jan 10, 2019 11:53 pm
How many levels are there? I've got to this one so far:
That's one thing I miss - a level counter. It's fairly short and has a nice congrats screen. I thinks there's 20 levels or so.
The last few levels are a bit manic, but its very completable.
...Additionally, I've got the music stuck in my head now...
If you got song #1 trapped in your head, just displace it with song #2...
Re: GLUF
Posted: Fri Jan 11, 2019 8:40 am
by 4thRock
Very good game with modern playability and top graphics. Thanks!
Re: GLUF
Posted: Fri Jan 11, 2019 4:44 pm
by DenisGrachev
Thanks, mates!
Ast A. Moore wrote: ↑Thu Jan 10, 2019 10:32 pm
Neat! And
here is Gluf wrapped in the new version of my turbo loader. Loading time:
1:15.
wow, so fast, great one!
Morkin wrote: ↑Thu Jan 10, 2019 11:53 pm
How many levels are there? I've got to this one so far:
There is a 25 levels devided into 4 worlds. Missing a level counter, yep
btw, i'm write some dev tips about OldTower and Gluf here:
http://hype.retroscene.org/blog/dev/768.html.
Unfortunately it's in russian, but if someone interesting you can try to use a google trasnlate option
cheers
Re: GLUF
Posted: Fri Jan 11, 2019 9:41 pm
by R-Tape
BTW [mention]DenisGrachev[/mention] —what does the 'рубин' (Ruby) on the TV mean in this context?
Re: GLUF
Posted: Fri Jan 11, 2019 9:53 pm
by Ast A. Moore
R-Tape wrote: ↑Fri Jan 11, 2019 9:41 pm
BTW @DenisGrachev —what does the 'рубин' (Ruby) on the TV mean in this context?
A brand name for TV sets and the name of the company that makes them.
Re: GLUF
Posted: Sat Jan 12, 2019 7:15 am
by Einar Saukas
That's an awesome game! Good work!!!
It's almost like a mix between EL STOMPO and SUN BUCKET
I just finished playing the game and mapping it. If anyone's interested, the game map is available
here.
Re: GLUF
Posted: Sat Jan 12, 2019 9:42 am
by DenisGrachev
Einar Saukas wrote: ↑Sat Jan 12, 2019 7:15 am
That's an awesome game! Good work!!!
It's almost like a mix between EL STOMPO and SUN BUCKET
I just finished playing the game and mapping it. If anyone's interested, the game map is available
here.
awesome map, thanks!
yep, i'm a big fan of el-stompo and sun bucket
btw original GLUF was a basic 8x8 UDG back in 1997 , it's a shame that i can't find old cassetes. There was many basic games at it
Re: GLUF
Posted: Sat Jan 12, 2019 9:45 am
by R-Tape
Some kind of level designer, or a way of hacking new levels in, would be fun.
Re: GLUF
Posted: Sat Jan 12, 2019 9:50 am
by DenisGrachev
R-Tape wrote: ↑Sat Jan 12, 2019 9:45 am
Some kind of level designer, or a way of hacking new levels in, would be fun.
hmmm, levels are packed but if i find a memmory to store it unpacked will be easy to make it. i'll try if someone ready to draw it with c64 charpad %)
just remember that back in 2000 when we buy a pc i'm only preserve a my basic games from "Join" series and save it as z80 snapshots with real spectrum. Still sad that i not save whole cassete as wav or even mp3.
btw, not sure if my basic games are preserver at sc:
http://www.retrosouls.net/zx/joinBasicZ80.zip
Re: GLUF
Posted: Sat Jan 12, 2019 10:17 am
by Morkin
Currently sitting in a pit, awaiting death...
[Edit: didn't take too long...]
Re: GLUF
Posted: Sat Jan 12, 2019 11:44 am
by DenisGrachev
ok, i'm prepared quick and dirty way to draw a custom levels:
http://www.retrosouls.net/zx/!glufCustom.zip
There is no special level editor and i'm use a charPad from c64 world.
How to make levels:
Run
CharPad, go to
options->Color Palletes->ZX SPECTRUM
Open a
baseNullLevel.ctm file and save it with
levelXX name. don't forget to type .ctm extension manualy since there is charpad bug
Draw an level
Go on
FILE->EXPORT DATA check only
MAP and save as
levelXX.bin
Run
build bat and there is a gluf.tap with your levels
Since a charPad is an universal editor drawing a levels has some troubles and i not remember all of it
Here is some tips i still remember:
On the first level there is no enemies since GLUF letters uses an enemy sprites
No more than 32 elevators, if platform splits an elevator it must be splited by special CROSS tile 40
as in !splitElevator.ctm example
red ghost tile it's a ghost respawn points, it must be 4 on level if there is a ghost
arrows tiles it's a waypoints for flying enemies
when an enemy collide with waypoint it randomly gets an one of directions
be carefull if flying enemy try to move off screen it resets a game
door tile not used since a door always appear at enemy start point
no more than 4 enemies on level but i recommend 3 to stable gameplay
good luck
Re: GLUF
Posted: Sat Jan 12, 2019 11:48 am
by Hernan
Amazing game. The use of color is incredible, even better than El Stompo!
Great work Denis!!
Re: GLUF
Posted: Sat Jan 12, 2019 12:20 pm
by Ersh
Great! Any chance of creating custom levels for Old Tower as well?
Re: GLUF
Posted: Sat Jan 12, 2019 12:33 pm
by Einar Saukas
DenisGrachev wrote: ↑Sat Jan 12, 2019 9:42 am
Einar Saukas wrote: ↑Sat Jan 12, 2019 7:15 am
That's an awesome game! Good work!!!
It's almost like a mix between EL STOMPO and SUN BUCKET
I just finished playing the game and mapping it. If anyone's interested, the game map is available
here.
awesome map, thanks!
Thank you!
It's now online at
https://maps.speccy.cz/map.php?id=GLUF
Re: GLUF
Posted: Sat Jan 12, 2019 12:58 pm
by R-Tape
DenisGrachev wrote: ↑Sat Jan 12, 2019 11:44 am
ok, i'm prepared quick and dirty way to draw a custom levels:
Oorah! This will be fun.
Re: GLUF
Posted: Sat Jan 12, 2019 4:35 pm
by stupidget
Finally managed to have a play through of the first 3 levels and yep, as expected, it’s brilliant. Great music, great colours, great animations and a really well thought out game.
Imagine if these multi-coloured games had been released in the 80’s! That would have kept those naysayers about the Speccy colour clash a bit quiet!!
Re: GLUF
Posted: Sun Jan 13, 2019 12:18 pm
by Ralf
I had chance to play it properly only today too.
It's great, what can I say more?
It's colourful. It's playable. It has proper difficulty. It has smooth fluent movement or it feels so.
Early multicolor games sometimes felt jerky as they involved horizontal movent by 8 pixels. Here yuo don't see any jerkyness at all.
Good job, Denis !
Re: GLUF
Posted: Mon Jan 14, 2019 2:04 am
by DenisGrachev
Ersh wrote: ↑Sat Jan 12, 2019 12:20 pm
Great! Any chance of creating custom levels for Old Tower as well?
There is no free memory in 48k version of OldTower, only if for 128k
Re: GLUF
Posted: Mon Jan 14, 2019 11:50 am
by Ersh
DenisGrachev wrote: ↑Mon Jan 14, 2019 2:04 am
There is no free memory in 48k version of OldTower, only if for 128k
That makes sense.
So it isn't possible to edit the levels with charPad and just replace them like with GLUF? Maybe the level-data is more complex in Old Tower? Anyway, a proper Old Tower level editor would be sweet even if 128k only.
Re: GLUF
Posted: Mon Jan 14, 2019 12:03 pm
by R-Tape
Haha, poor Denis,
There's only one thing worse than being given post-release bug reports, and that's being given post-release bonus feature requests
Re: GLUF
Posted: Mon Jan 14, 2019 12:04 pm
by Ralf
By the way, why this name? Does GLUF actually means something?
Get Lost Ugly F*cker?
Re: GLUF
Posted: Mon Jan 14, 2019 12:37 pm
by Ersh
R-Tape wrote: ↑Mon Jan 14, 2019 12:03 pm
Haha, poor Denis,
There's only one thing worse than being given post-release bug reports, and that's being given post-release bonus feature requests
True, true.
It's an excellent game though, taxing puzzles yet simple rules. As I played through the game I was thinking about ideas for new levels.
Re: GLUF
Posted: Mon Jan 14, 2019 3:20 pm
by DenisGrachev
Ersh wrote: ↑Mon Jan 14, 2019 11:50 am
That makes sense.
So it isn't possible to edit the levels with charPad and just replace them like with GLUF? Maybe the level-data is more complex in Old Tower? Anyway, a proper Old Tower level editor would be sweet even if 128k only.
Just opened it and i don't remember a lot of code, so not so much chances for Old Tower editor
UPD: fill a cofee and find a solution for old tower
Re: GLUF
Posted: Mon Jan 14, 2019 9:28 pm
by Alessandro
Hi Denis,
another lovely creation! Simple and effective, and very well presented in both visual and sound, as your previous titles.
And a very big thank you for using my SetoLOAD turbo scheme
Re: GLUF
Posted: Wed Jan 16, 2019 2:19 am
by DenisGrachev
and here is a gluf source code, if anyone interested
try to clean it a bit but have not much time for it
http://www.retrosouls.net/zx/!glufSrc.zip
hopefully it will be usefull for someone
see ya!