And now I'm in love for AGD, what a greate way for someone like me to make a game for old computers on my own.
For this ZX version of Devwill Too I plan no make things a bit different from the Mega Drive version. Since I have less screens to work I will make it a bit "metroidvania" like, with some habylities to gain and access new areas.
Here is a vídeo of the progress so far:
My plan is to sell the full ZX game for $1 on itch, and make an MSX1 version too (because here where I live people love the MSX, and is the only old computer that I have the original hardware).
Working some time every day on this project. I've added a combo system on the game:
In Fact the 48k version is complete. just need a bit more testing. For the 128k version I have done a loading screen and have sucessul inserted music with MPAGD Musicizer from David Saphier emook. I have now to rewrite one song or two from the ones I dif for the Mega Drive version and the 128k version can be complete too.
Really nice graphics indeed!. With MSX you can have slightly better gfx; but hey, they're great right now
Thanks. Yes, I know, tiles on MSX have 2 colours bu 8x1 pixel line. The main problem will be memory constrains, the ZX game is finnished, just on testing phase, but close to code lines memory limit. the odher problem will be add music. Let's see how it goes.
Ok, game is finnished, lots of bugs corrected, lots of code cleanups, and just need a bit more of testing.
In the end I was able to fit 44 unique screens in the game:
The screens are made in a way that I can recycle them some times to make the game longer (but not too much to not make it repetitive)
A few screens are just small areas where some "secret" objects (extra lives) are standing for the player to pick up, like this one:
I've added an object count, and in the end of the game it will show the player how many secret objects he picked from a total of 9.
I have composed 6 songs for Devwill Too ZX, but managed to fit 4 before memory issues. So 4 songs on the OST it is. The music changes every time you pick one of the 3 key items that gives you a new hability or open a passage to the final boss. yes, the hame has a little Boss fight at the end.
Here are some of the unique landscapes of the game:
So next week I hope to have all set to release the game.
Nice, that's a quick dev cycle. Like you I'm also recycling some screens in my Duckstroma sequel, but using a variable to place putblock areas that change on them.
Nice, next year when I start another MPAGD project I'll ask for a tip or two from you about using putblock this way to add some variation on the screens
It was quick indeed, like a personal game jam I did on my own. I was frustrated to end another year wit a lot of unfinnished game projects, and forced myself to make this game on MPAGD. After a day playing around with Mr Cauldwell awesome game maker I end up in love with it.