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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
DenisGrachev wrote:
Sat Jan 12, 2019 11:44 am
ok, i'm prepared quick and dirty way to draw a custom levels:
http://www.retrosouls.net/zx/!glufCustom.zip
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:
Image

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 :D

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 :D
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. :D

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 :mrgreen: