Benvenuto!

RH è il posto ideale per ogni retrogiocatore che si rispetti. Se vuoi farne parte e poter commentare gli articoli o partecipare alle discussioni del forum, registrati.

Registrati

annuncio

Comprimi
Ancora nessun annuncio.

[c64] quod init exit

Comprimi
X
 
  • Filtro
  • Ora
  • Visualizza
Elimina tutto
nuovi messaggi

    #31
    Ooops, a quanto pare ho dimenticato di informarvi che all'inizio dell'anno ho rilasciato la v1.7... Facciamo finta di niente e passiamo direttamente alla v1.8 che ho rilasciato oggi

    Ecco i link per scaricarla (gratuitamente):
    * itch.io: https://retream.itch.io/quod-init-exit
    * CSDb: http://csdb.dk/release/?id=159349

    Per gli utenti Windows c'è anche un installer che permette di lanciare il gioco come fosse un'applicazione nativa.

    Commenta


      #32
      Un paio di settimane fa ho rilasciato una preview di QUOD INIT EXIT IIo.



      Può essere scaricata da chiunque abbia preso QUOD INIT EXIT IIm.

      Commenta


        #33
        Originariamente inviato da saimo Visualizza il messaggio
        Un paio di settimane fa ho rilasciato una preview di QUOD INIT EXIT IIo.



        Può essere scaricata da chiunque abbia preso QUOD INIT EXIT IIm.
        Ehi Saimo, quando hai qualche news sui tuoi nuovi giochi, scrivimi con tutti i dettagli. Sono ben felice di pubblicarlo come news.
        Web Designer Freelance
        Chiocciola Web

        "Voglio giocare di giorno, giocare di notte, vivere giocando, morire giocando, e giocarmi l'anima dopo la camicia!"

        Commenta


          #34
          Originariamente inviato da Sunstoppable Visualizza il messaggio
          Ehi Saimo, quando hai qualche news sui tuoi nuovi giochi, scrivimi con tutti i dettagli. Sono ben felice di pubblicarlo come news.
          OK, grazie! Vedrò di ricordarmi.
          Comunque, per un nuovo gioco ci vorrà molto tempo, visto che ho da poco finito Blastaway e, prima di lui, SkillGrid, per non parlare del fatto che negli ultimi anni ho rilasciato aggiornamenti per tutti gli altri giochi. In realtà, nel frattempo, ho lavorato anche a qualche nuovo motore per Amiga, ma ancora non sono riuscito a trovare l'idea giusta per un nuovo gioco Per completezza e per tornare al gioco del topic, per QUOD INIT EXIT IIo invece ci vorrà ancora tantissimo tempo, sia a causa del fatto che al momento sto lavorando su Amiga, sia della grande quantità di contenuti da sviluppare.

          Commenta


            #35
            Zampo è ora libero di scoreggiare in giro e mangiare a volontà!

            In breve: ho appena reso gratuito QUOD INIT EXIT IIm. Per i dettagli, vi devo rimandare all'annuncio sotto - purtroppo, in inglese, ma non ce la faccio a tradurlo, anche perché, in questo momento, sia io che il computer stiamo squagliando...

            QUOD INIT EXIT IIm has been released 5 years ago for a minimum price of $1.99 (but right after the release, pirate versions started spreading). For a short while, I continued on developing its bigger brother, QIE IIo, but then development came to a halt because I focused on MAH (again for the Commodore 64), Blastaway (for PC) and on a number of Amiga projects (all available from the RETREAM page). Less than 1.5 years ago, I returned briefly to QIE IIo, improved/expanded it a little bit and made a preview available to the owners of QIE IIm. However, I feel guilty for having kept the project frozen for so long and because I'm not going to resume it in the foreseable future due to the fact that I'm busy with Amiga games (but this doesn't mean that I've given up: I'm absolutely determined to finish the game).
            A couple of days ago, somehow the idea of making QIE IIm available for free popped into my head: I felt immediately relieved at the thought alone, and it took me a while to figure out why: I guess that it's because doing so soothes the feeling of guilt towards the Commodore 64 community.

            In short: if you don't have it already, go get QIE IIm it - it's free! And, by the way, don't forget to download also the preview of QIE IIo: among other things, it includes also the level of QIE IIm, but in a bigger and richer form!

            https://www.retream.com/QUOD_INIT_EXIT_IIm

            As a closing note, I'd like to thank from the bottom of my heart all those who purchased QIE IIm, especially those who added a tip (some of which have been enourmously generous)!

            Commenta


              #36
              E dopo qualche anno, lo sviluppo di QUOD INIT EXIT IIo è ripreso. A passo di lumaca, ma almeno è ripreso...

              Questo video mostra lo stato attuale della zona FORTRESS:



              C'è ancora un sacco (e anche di più) di lavoro da fare (soprattutto contenuti, ma ho ancora dei cicli di CPU liberi che voglio utilizzare per caratteristiche aggiuntive), perciò non aspettatevi che il gioco venga rilasciato a breve...

              TO-DOs

              * Finish FORTRESS zone (graphics/map/music).
              * Add PARK, NEW PORK and FACTORY zones.
              * Add PIG-OF-STEEL mode tune.
              * Add PIG-OF-GOLD mode tune.
              * Add more baddies.
              * Add new gameplay features.
              * Add outro.
              * Implement 0.5 lines spacing in text reader.

              Commenta


                #37
                Mentre lavoravo a QUOD INIT EXIT IIo ho scoperto un paio di bug che infestavano anche il fratellino QUOD INIT EXIT IIm, e quindi ho aggiustato quest'ultimo immediatamente. Allo stesso tempo, ho fatto altri miglioramenti - e resistito alla tentazione di rendere gameplay/grafica come quelle di QUOD INIT EXIT IIo

                Changelog
                * Changed properties of some tiles so that food/drink items do not spawn on top them, becoming uncatchable.
                * Fixed baddies X initialization (the spawning code is distributed across multiple frames to spread the load, but it defined the X before the final position was validated; given that, in the meanwhile, the screen most likely scrolled, at the time of spawning the X could have been unsuitable - and thus caused the baddies, in some circumstances, to appear out of nothing).
                * Fixed sprites clipping code (the fact that the screen is narrower/shorter due to scrolling was not taken into account because of some wrong labels and a constant was off by 1).
                * Made some optimizations.
                * Renamed meters: "belly satisfaction meter" -> "belly meter"; "turbofart charge meter" -> "turbofart meter".
                * Touched up manual.

                Al riguardo di QUOD INIT EXIT IIo, lo sviluppo sta procedendo abbastanza bene. La mappa della zona FORTRESS è quasi finita, alcune ottimizzazioni sono state fatte e nuove caratteristiche sono state aggiunte.
                Tra le nuove caratteristiche c'è il meccanismo che permette di cambiare i dati della mappa arbitrariamente e in real-time. Che peccato che abbia tirato fuori questa cosa così tardi! Comunque, ne ho già fatto uso nelle mappe esistenti per renderle più interessanti - ecco un piccolo esempio:



                (Ho scelto questa animazione poiché mostra anche il bug cattivone-che-appare-dal-nulla menzionato nel changelog.)

                Download: https://www.retream.com/QUOD_INIT_EXIT_IIm / https://retream.itch.io/quod-init-exit-iim

                Commenta


                  #38
                  Lo sviluppo prosegue. Lentamente, ma ogni giorno avanza un po'.
                  Una pietra miliare appena raggiunta è che ho finalmente finito la mappa dell'ultima zona*! Da quando ho ripreso il lavoro tempo fa, ho salvato alcune fasi della lavorazione per puro sfizio - ho pensato di far divertire anche voi:



                  (Sì, è ridimensionata: di certo non vorreste vedere la mappa prima ancora di provarla, vero? A proposito, il fattore di ridimensionamento è 25%, poiché la mappa originale è 2048x848).

                  *Ciò non significa che tutte le mappe sono fatte Per il momento, ci sono solo quelle delle zone 4 e 5, mentre quelle delle zone 1-3 ancora non esistono!

                  Commenta


                    #39
                    Lo sviluppo va avanti... Questo video mostra un pochino di quanto è cambiato dal precedente:



                    Inoltre, ora il gioco ha una pagina propria su itch.io, da dove è possibile seguirne il progresso e scaricare le anteprime (l'anteprima disponibile al momento è abbastanza vecchia, ma prevedo di rilasciarne un'altra tra non troppo).

                    Commenta


                      #40
                      La notizia del giorno è che, dopo più di 2 anni, ho appena rilasciato una nuova - e massiccia - anteprima giocabile di QUOD INIT EXIT IIo!













                      Scaricatela da https://retream.itch.io/quod-init-exit-iio e buon divertimento!

                      CHANGELOG (dall'anteprima del 21/03/2020)
                      codice:
                      * Made Zampo jump only when he is not moving upwards already (before, if Zampo's
                        legs were on a solid tile while he was already moving upwards and the joystick
                        was pushed up, he would jump again, thus continuing the upwards movement; this
                        increased the chances of unwanted double-jumps).
                      * Changed the portals/teleporting behaviour:
                         * when Zampo uses a portal, he is now automatically teleported to the right
                           location (this simplifies the gameplay, as before misusing portals was too
                           punishing - i.e. it made completing a zone impossible);
                         * they are now activated with [DOWN] insted of [FIRE] to reduce the chances
                           of activating portals unintentionally (as [FIRE] is used for turbofarting,
                           whereas [DOWN] is used for ducking, which is a much less common action).
                      * Accelerated the relocation of Zampo to checkpoints.
                      * Worked on the collision detection against the background:
                         * made more precise and relative to Zampo's movement and aspect;
                         * extended the detection area for some tiles, so that picking up items and
                           operating switches is easier.
                      * Worked on food/drink items:
                         * added 3 new types (which affects the gameplay, as it makes the appearance
                           of the spinach can and of the Gasorade bottle less likely; this has been
                           counterbalanced with the following changes);
                         * made the Gasorade bottle restore the turbofart meter entirely;
                         * made the cake (one of the new items) restore the belly meter entirely;
                         * avoided that they spawn on some tiles where they would be uncatchable;
                         * redrawn the spinach can.
                      * Worked on the PIG-OF-GOLD mode:
                         * enlarged the area checked for the activation, so that Zampo no longer
                           requires to be placed too precisely;
                         * avoided that it is re-activated when it is already active not only because
                           conceptually it makes no sense, but also because it could interfere with
                           the PIG-OF-STEEL mode.
                      * Added the PIG-OF-GOLD and PIG-OF-STEEL modes tunes.
                      * Added a simple sound effect for teleporting (music gets paused in the
                        meanwhile; this is the only case where a sound effect is used; the reason is
                        that it is the simplest and least memory-hungry way to susped the PIG-OF-GOLD
                        and PIG-OF-STEEL modes tunes, when such modes are active a portal is taken;
                        anyway, it is quite appropriate as Zampo, when teleporting, is indeed in a
                        kind of suspended state).
                      * Added the zone exit icon (a thumb-up icon that blinks constantly to indicate
                        the point Zampo has to reach after collecting all the potties).
                      * Extended the tile-related events triggering mechanism (and used it for various
                        purposes in the existing maps).
                      * Added a mechanism for making a switch appear with a brief blinking.
                      * Added a mechanism for making a generic tile blink.
                      * Added a mechanism for performing real-time, progressive, arbitrary changes to
                        memory (and used it for various purposes, especially in the existing maps).
                      * Sped up the removal of barriers by 1 frame per tile.
                      * Reworked the handling of Zampo's appearance by implementing a centralized
                        mechanism which:
                          * takes a few cycles more, but saves memory and makes the code cleaner;
                          * allows each tile to have lighting properties;
                          * allows checkpoints, portals and portals destinations to be also in places
                            where the lighting is shady/dark;
                          * solves (elegantly) the clashes between the GOLD and STEEL modes relatively
                            to Zampo's colors;
                          * provides a centralized way to make Zampo flash.
                      * Slown down the flashing of Zampo when the PIG-OF-STEEL mode is about to end.
                      * Made Zampo say: "YEA" when he catches the cake; "WOW" when he catches the
                        Gasorade bottle or the spinach can; "YUM" when he catches another food item.
                      * Ensured Zampo is visible when a game is aborted.
                      * Slown down the blinking of potties.
                      * Worked on baddies:
                         * added 2-frame animations;
                         * added the "explosion" animation.
                      * Added (support for) dynamic tilesets.
                      * Made the head-up display taller to make room for the information relative to
                        the zone-specific features.
                      * Fixed Zampo's X speed in couple of places (it was 1/16 off due to an inverted
                        sign).
                      * Fixed the Zampo Y correction relatively to collisions with obstacles above (it
                        pushed Zampo 1/32 pixels below the character he was in, instead of keeping
                        him in that character by just 1/32 pixels).
                      * Fixed the baddies X initialization (the spawning code is distributed across
                        multiple frames to spread the load, but it defined the X before the final
                        position was validated; given that, in the meanwhile, the screen most likely
                        scrolled, at the time of spawning the X could have been unsuitable - and thus
                        caused the baddies, in some circumstances, to appear out of nothing).
                      * Fixed the sprites clipping code (the fact that the screen is narrower/shorter
                        due to scrolling was not taken into account because of some wrong labels and a
                        constant was off by 1).
                      * Fixed the bug that allowed to use the portals frames to teleport.
                      * Fixed the horizontal alignment of icons in the head-up display (was off by 1
                        pixel to the left).
                      * Fixed/optimized some instruments in music.
                      * Extended/improved the intro text.
                      * Wrote the outro text.
                      * Changed the design of the 'I' in the logo, to match the font's  (which needs
                        that letter to be easily readable).
                      * Saved some memory by moving some sprites graphics and other data to the unused
                        space in the charset.
                      * Made many speed and memory optimizations.
                      * Made the [F1] check in the pause routine more robust (the CIA registers were
                        accessed continuously, but my C64 did not like it).
                      * Renamed meters:
                         * "belly satisfaction meter" -> "belly meter";
                         * "turbofart charge meter" -> "turbofart meter".
                      * Renamed the FACTORY zone as the TOWERS zone (as now there is an idea of how it
                        will play and look like).
                      * Made a few other minor changes.
                      * Worked on the FUN PARK zone:
                         * started the map;
                         * added "FUN" to the name.
                      * Worked on the CLIFFS zone:
                         * added the cross subquest;
                         * added 2 checkpoints to make it easier;
                         * improved/enriched the map;
                         * improved the graphics.
                      * Worked on the FORTRESS zone:
                         * improved/enlarged/completed the map;
                         * made the map easier;
                         * added the stars & hidden switches puzzles;
                         * improved/extended the graphics.
                      * Worked on the frontend:
                         * made it present by default the last item/zone played;
                         * inverted the zone selection controls (now: [UP] -> next zone, [DOWN] ->
                           previous zone);
                         * changed colors of unselected icons.
                      * Worked on the text reader (used by quickstart guide, intro and outro):
                         * rewritten in assembly (it was a mix of BASIC-BOSS and machine language, as
                           it was an adaption of the text reader used by MAH);
                         * added 0.5 lines spacing for easier reading;
                         * compacted the data and reorganized the memory allocation to reduce greatly
                           the size of the binaries;
                         * made it faster;
                         * reduced the rendering glitches as much as possible (without resorting to
                           buffering - double buffering would slow scrolling and triple buffering
                           seems overkill, although it remains an option for the future).
                      * Worked on the documentation:
                         * renamed the notice as "quickstart guide";
                         * improved/updated/extended the quickstart guide and the manual.

                      Commenta


                        #41
                        ne ho approfitto assai nel download---denghiu!

                        Commenta

                        Sto operando...
                        X