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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: DarkKobold on August 14, 2015, 12:45:13 PM
Title: Catastrophy: In Development
Post by: DarkKobold on August 14, 2015, 12:45:13 PM
https://www.youtube.com/watch?v=ji5ePclHdys
Since Gredler and I are going to be asking for help, I figured I'd intro our project. It's currently unnamed, as I'm just learning HuC. Here's the first boss fight. Note, there are a lot of place holder sprites at the moment, we are just getting started.
Title: Re: Currently Unnamed Project in the works
Post by: esteban on August 14, 2015, 02:22:29 PM
I like it :)
Title: Re: Currently Unnamed Project in the works
Post by: Gredler on August 14, 2015, 02:39:10 PM
The droplets and splash are my contributions so far. Working on the blob monster now. Wont be a blob when done lol
Title: Re: Currently Unnamed Project in the works
Post by: turboswimbz on August 14, 2015, 04:15:26 PM
cool!
Title: Re: Currently Unnamed Project in the works
Post by: elmer on August 14, 2015, 04:28:47 PM
Since Gredler and I are going to be asking for help, I figured I'd intro our project. It's currently unnamed, as I'm just learning HuC. Here's the first boss fight. Note, there are a lot of place holder sprites at the moment, we are just getting started.
The droplets and splash are my contributions so far. Working on the blob monster now. Wont be a blob when done lol
Congratulations, guys! Keep on going! :D
Title: Re: Currently Unnamed Project in the works
Post by: Punch on August 14, 2015, 05:17:05 PM
It was cooler when it was piss colored. You figured out how to fix your .pcx files and to upload/assign palettes, great! Looking forward to what you'll create for your project.
Title: Re: Currently Unnamed Project in the works
Post by: Bonknuts on August 14, 2015, 05:57:42 PM
Cool :D
If you're leery with asm+huc, I'd get with old rover or arkhan and see if they'll share they super cool speed-up array/pointer workarounds for HuC.
Title: Re: Currently Unnamed Project in the works
Post by: sirhcman on August 19, 2015, 08:13:22 AM
are the hu cards of this game for sale yet?
Title: Re: Currently Unnamed Project in the works
Post by: Gredler on August 19, 2015, 08:57:11 AM
Huecards have been sold out and are available on ebay, oddly enough you will need to pay more for them there than what we originally offered them for - go figure!
Tobias told someone he is printing disc versions that come in a styrofoam cat head, packaged with special limited edition swag like a pez dispenser, 3 west side connection limited edition sound track CD's, an official fan art book, and 3 jelly belly's of random flavor. We can't print more huecards, so his $300 offering is probably your best bet!
Good luck playing the game, it's a one of a kind and very rare.
Title: Re: Currently Unnamed Project in the works
Post by: sirhcman on August 19, 2015, 09:17:10 AM
Wooo!!! I'll hold out for Catnip edition!
Title: Re: Currently Unnamed Project in the works
Post by: MotherGunner on August 19, 2015, 09:35:28 AM
Paper Bonk
Title: Re: Currently Unnamed Project in the works
Post by: DarkKobold on August 19, 2015, 02:19:17 PM
pass 1 #[1] Test1.s 1066 --:C002 adc #low(35) Proc : '_main' is too large (code > 8KB)! # 1 error(s)
I wasn't expecting this error!
Am I only allowed 8kb per "bank" i.e. subroutine?
Title: Re: Currently Unnamed Project in the works
Post by: NightWolve on August 19, 2015, 06:28:05 PM
Tobias told someone he is printing disc versions that come in a styrofoam cat head, packaged with special limited edition swag like a pez dispenser, 3 west side connection limited edition sound track CD's, an official fan art book, and 3 jelly belly's of random flavor. We can't print more huecards, so his $300 offering is probably your best bet!
Good luck playing the game, it's a one of a kind and very rare.
:lol:
Some pretty good work in that write up, kudos!
Title: Re: Currently Unnamed Project in the works
Post by: TheOldMan on August 19, 2015, 07:21:06 PM
Quote
pass 1 #[1] Test1.s
So I assume this is actually C code, and not straight assembler....
Quote
Proc : '_main' is too large (code > 8KB)! .... Am I only allowed 8kb per "bank" i.e. subroutine?
In HuC, probably. (Not sure about pceas, though)
Serious question though: How do you debug a routine that large, anyway? I have trouble debugging stuff more than ~60 lines long....
Title: Re: Currently Unnamed Project in the works
Post by: Bonknuts on August 21, 2015, 03:45:38 AM
pass 1 #[1] Test1.s 1066 --:C002 adc #low(35) Proc : '_main' is too large (code > 8KB)! # 1 error(s)
I wasn't expecting this error!
Am I only allowed 8kb per "bank" i.e. subroutine?
This is a limitation of PCEAS. You also can't have an instruction (more than a byte long) fall between two banks. I updated PCEAS to remove this limitation, but it's not with the official HuC build. I never use 'proc', so I'm not even sure how it handles it or affected by the change.
Title: Re: Currently Unnamed Project in the works
Post by: DarkKobold on September 01, 2015, 03:27:20 PM
Gredler is a great artist. The game is looking amazing. The cat sprite is still a placeholder. Also, thanks to Sarumaru for the paw!
https://www.youtube.com/watch?v=2JrpZf490DY
I'm a little worried about sound and music, I'm going to need to recruit someone to help with that.
That's lookin mighty nifty...
Title: Re: Catastrophy! (Current working title)
Post by: Lost Monkey on September 08, 2015, 04:23:22 PM
Some nice work there guys!
Title: Re: Catastrophy! (Current working title)
Post by: PunkicCyborg on September 08, 2015, 05:06:00 PM
Keep the cat
Title: Re: Catastrophy! (Current working title)
Post by: jtucci31 on September 08, 2015, 05:40:08 PM
I do like the cat in the game. It's cool to see all the new stuff added! Looking great so far. I like the paw health meter thing, that's clever. Can't wait to play this for myself :)
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on September 08, 2015, 10:10:13 PM
Thanks for the encouragement. It's been a lot of fun to work on the PCE with DK - the challenge of getting things within restraints of the system is a lot of fun. Going from ~4098x4098 images with millions of colors to ~32x32 images with about 13 colors has been a rad learning curve. Hyperbolic, but representative of how this has been for me, so hopefully I can get something that looks cool to show up :P
As for the cat, it will be the main character, and by placeholder he means that the art is far from final. I gave him some quickly drawn frames of animation in order to hook everything up in code. I am working on the cat now with the code on my machine being able to make changes, compile, and view them in game, so I hopefully everyone likes the real star of the game :) .
Back to work!
Title: Re: Catastrophy! (Current working title)
Post by: Desh on September 09, 2015, 01:42:51 AM
This is all looking really good guys. Especially for a first outing. I can't wait to see how it progresses.
Title: Re: Catastrophy! (Current working title)
Post by: Necromancer on September 09, 2015, 02:32:56 AM
So what kind of game is it, a side scrolling platformer I presume?
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on September 09, 2015, 06:08:29 AM
So what kind of game is it, a side scrolling platformer I presume?
At the moment, its just a boss rush. We've planned the 5 bosses, each with a different mode of play. The next boss will be 2.5D. Its mainly inspired by Battletoads, and I hope that it is as memorably fun and hard as BT. If we still have the energy, we might add in pre-boss levels, but we've not planned any of that.
Title: Re: Catastrophy! (Current working title)
Post by: sirhcman on September 09, 2015, 06:27:07 AM
parallax or gtfo!
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on September 09, 2015, 07:03:19 AM
I don't really understand parallax from either a HuC or hardware perspective. Maybe Bonknuts will chime in and describe them for us. I'm not sure if the hardware has multiple background layers, or if its just faked using sprites.
Title: Re: Catastrophy! (Current working title)
Post by: Punch on September 09, 2015, 08:04:03 AM
You just define two portions of the screen (one 'scroll slow' part and other 'scroll fast' part) divided horizontally. Then you set up the VDC's Raster Counter to the scanline # correspondent to your desired horizontal split. Then it's easy, only thing that changes is that you write to the Scroll X register twice, once for the top part in the beginning of the picture rendering (VBlank) and again inside the IRQ interrupt handler (fires when the line being rendered matches your configuration for the raster counter registre). That way you can have individual scrolling speeds for each section of the screen.
edit: of course there are other, more complex tricks (like dynamic tiles, used in Ninja Spirit) and you could also set up some sprites to help mask the horizontal divide (like atlantean, some parts of the walls that stick out outside of the horizontal split are just sprites). And of course, I really don't know how this works at all in HuC so hopefully my confusing post was of use.
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on September 10, 2015, 05:44:37 PM
You just define two portions of the screen (one 'scroll slow' part and other 'scroll fast' part) divided horizontally. Then you set up the VDC's Raster Counter to the scanline # correspondent to your desired horizontal split.
I believe that the scroll() function in HuC takes care of a lot of this for you, as it allows you to set up as many as 4 virtual screens. I didn't really understand the virtual screen thing until this, so thanks!
Title: Re: Catastrophy! (Current working title)
Post by: sirhcman on September 12, 2015, 11:40:44 AM
so does this mean we will have parallax?
Title: Re: Catastrophy! (Current working title)
Post by: Lost Monkey on September 12, 2015, 12:18:52 PM
Cat Ass Trophy? Do you ship to Canada?
Title: Re: Catastrophy! (Current working title)
Post by: Bonknuts on September 14, 2015, 05:12:47 AM
I can help with some parallax code for HuC (I've written a few libraries for it). HuC does offer hsync, or scroll, support. That might be enough for what you need, though.
If you find that things start slowing down, it's most likely array or pointer access. This is painfully slow on HuC (local variables are as well; use globals when possible). Bit shifting is also pretty slow. But surprisingly, it's not that difficult to overcome with some function/asm/code. I've done stuff like make C fastcall pragma functions, with asm on the target side, that can easily be used to access far data or pointer/array data. So instead of var=array[index], you'd do something like var=array_access(array,index). HuC treats all near data as far data when a pointer is used, so you get no speed increase when using local ram for arrays (which you would normally think you would).
Anyway.. dynamic tiles, hsync scrolling, sprites - that's how you're going to get parallax out of the system.
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on September 14, 2015, 05:46:00 AM
If you find that things start slowing down, it's most likely array or pointer access. This is painfully slow on HuC (local variables are as well; use globals when possible). Bit shifting is also pretty slow. But surprisingly, it's not that difficult to overcome with some function/asm/code. I've done stuff like make C fastcall pragma functions, with asm on the target side, that can easily be used to access far data or pointer/array data. So instead of var=array[index], you'd do something like var=array_access(array,index). HuC treats all near data as far data when a pointer is used, so you get no speed increase when using local ram for arrays (which you would normally think you would).
Interestingly, I've not run into any speed issues yet with the game. Most parts are just doing fun things with state machines, so no one piece of code currently being run is incredibly intensive. Also, I've found that most of my speed comes from sticking to char as much as possible. At least, that has been my dogmatic approach, since the HuC6280 is an 8bit processor.
My biggest concern is just running out of space, atm. I'm not sure how optimal the compile is, so if it ends up burning through chunks of ROM, we won't be able to make the game as cool as possible.
Title: Re: Catastrophy! (Current working title)
Post by: Bonknuts on September 14, 2015, 05:51:09 AM
If you don't use one of the optimized option for HuC (I forget which switch), all char access is treated as int anyways (for operations).
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on September 14, 2015, 06:31:24 AM
If you don't use one of the optimized option for HuC (I forget which switch), all char access is treated as int anyways (for operations).
So, afaik, it did help. In my early days, I was accessing some of my arrays using int. array[int]. I was getting major timing issues. When I switched to array[char], the code ran without issues. Perhaps getting your assembly routine might help even more. I don't use a ton of arrays atm, but that might change. Thus far, I've been pointer-free.
Title: Re: Catastrophy! (Current working title)
Post by: Bonknuts on September 14, 2015, 06:25:23 PM
Ahh yeah, int array access will be slower than char. HuC doesn't optimize for split high/low array of 16bit wide elements (something very common with 65x line). Writing backend functions as fastcalls is a nice way to keep it C style, without the inline asm mess, but still get some of that asm speed. I'm not sure how the other HuC guys do it, though. Maybe they can chime in with their closely guarded secrets :)
Title: Re: Catastrophy! (Current working title)
Post by: Punch on September 14, 2015, 06:30:51 PM
Can't you do a "#define int char" to cheat on speed anyway? :v
Title: Re: Catastrophy! (Current working title)
Post by: Bonknuts on September 15, 2015, 04:34:31 AM
This might be some inspiration. The gameboy only has one BG layer.
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on September 15, 2015, 05:23:11 PM
Stupid question time! I'm getting a green border on my TV. I thought this was color 0, but I must be mistaken, because I set it to 0, and it still is bright green.
(http://i.imgur.com/Ulq9d3x.png)
Title: Re: Catastrophy! (Current working title)
Post by: Punch on September 15, 2015, 05:34:59 PM
Mega Cat?
You're writing ZERO to the palette #0 slot #0, but are you updating the higher byte? Remember that they're all 16 bit registers, and a color slot index is like this: MSB | LSB ---- ---G | GGRR RBBB Probably the MSB is set to 00000001, giving value '4' for the green color.
edit: Mega-Neko?
Another thing, if I recall correctly the sprite color #0 is used for the overscan area, but I'm not sure, maybe try inspecting that too?
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on September 15, 2015, 07:14:17 PM
Another thing, if I recall correctly the sprite color #0 is used for the overscan area, but I'm not sure, maybe try inspecting that too?
Yes that green color is what I've been using for index color 0. Should I make two black colors on thr index? Is this not only a emulation issue? I dont see it when testing on the everdrive, only when using an emulator
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on September 15, 2015, 07:24:51 PM
Yes that green color is what I've been using for index color 0. Should I make two black colors on thr index? Is this not only a emulation issue? I dont see it when testing on the everdrive, only when using an emulator
If you are on a CRT, it isn't a problem. Cue galam coming in to abuse me in 5...4...3...2...1...
Title: Re: Catastrophy! (Current working title)
Post by: sirhcman on September 15, 2015, 10:50:08 PM
Game looks great dk, you guys should be proud!
Title: Re: Catastrophy! (Current working title)
Post by: Bonknuts on September 16, 2015, 04:57:02 AM
Stupid question time! I'm getting a green border on my TV. I thought this was color 0, but I must be mistaken, because I set it to 0, and it still is bright green.
(http://i.imgur.com/Ulq9d3x.png)
Color 0 for BG is the BG color, obviously, but color 0 of the sprite index (@ $100) is the border color when no display is showing (BG or sprites).
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on September 16, 2015, 06:24:57 AM
Color 0 for BG is the BG color, obviously, but color 0 of the sprite index (@ $100) is the border color when no display is showing (BG or sprites).
That makes sense, and there wouldn't be a transparent color on a background sprite, I need to check that mappy pcx file and see if I habitually set the index to my transparent color. 16 bit hall of mirrors!
Thanks for taking the time to answer questions and suggest ideas for fixing issues - this environment is so alien to me. Spoiled by modern workflows, for sure! :)
Title: Re: Catastrophy! (Current working title)
Post by: sirhcman on September 16, 2015, 08:23:08 AM
I like the neon green, I say leave it for the people who insist on playing their TG-16 games on a LCD! :D
Title: Re: Catastrophy! (Current working title)
Post by: reno5 on September 16, 2015, 08:40:37 AM
Cool projects guys. Keep it up. Can't wait to play this on my Duo
Title: Re: Catastrophy! (Current working title)
Post by: Punch on September 16, 2015, 09:16:44 AM
Man this game is going to be great from what I'm seeing so far, no exaggeration. You guys should be proud.
I like the neon green, I say leave it for the people who insist on playing their TG-16 games on a LCD! :D
I'll just go 16x9, come at me bro...
Title: Re: Catastrophy! (Current working title)
Post by: sirhcman on September 16, 2015, 09:39:16 AM
Will there be any beta testing?
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on September 16, 2015, 10:01:11 AM
Thanks for the very kind words everyone, the encouragement is very rewarding and fuels the drive forward on the project. There is a ton of work left to do, but I am amazed at how DK's been able to pull off the programming wizardry - the back end is greek to me! I'm just clicking pixels, trying to not make it ugly hahah
There is a ton of work left to do, but I am amazed at how DK's been able to pull off the programming wizardry - the back end is greek to me!
You me both, I didn't know he was good for much else besides engaging in the perpetual reseller, pricing, gouging/profiteering, etc. squabbles we have around here. ;)
You me both, I didn't know he was good for much else besides engaging in the perpetual reseller, pricing, gouging/profiteering, etc. squabbles we have around here. ;)
Hey, I have squabbles other than those! LOL!
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on September 16, 2015, 06:40:02 PM
It's so DK, or rather, he's been hangin' with HailingTheThings much ?? ;)
I could only hope that HTT approves my cat animations, DK was particular in the styling of the cat. I was pushing for a 2:1 head to body ratio, a la kato chan & ken chan :P
Title: Re: Catastrophy! (Current working title)
Post by: sirhcman on October 16, 2015, 04:34:56 AM
Updates? or has this become vaporware?
Title: Re: Catastrophy! (Current working title)
Post by: esteban on October 16, 2015, 09:38:27 AM
Hahah sorry no updates right now. Most of the stuff that has changed is not to a point that it'd be worthwhile to show, it's very rough WIP stuff. It's vaping pretty hard right now, as we've certainly hit a stall. We've both had a few busy consecutive weeks with various personal things. I would hope it's not vaped yet, just a brief pause due to life and obligations :) Holidays will also cause a similar drop in updates, so hopefully we find time between now and the thick of those holidays to get some more progress done on it.
What I can say is that we are not working on any new levels right now, just tuning the ones that you've all seen. The shower is my main focus for art quality, adding color and detail to the background. I am still supplementing DK with with placeholder art for the vacuum level, but my main art focus is getting the shower to a nice looking state, while DK focuses on the gameplay for the vacuum level. Once the vacuum level is a bit more well rounded and designed I will begin adding better art to that, but for now I am on shower duty :P
Title: Re: Catastrophy! (Current working title)
Post by: sirhcman on October 16, 2015, 01:38:31 PM
Title: Re: Catastrophy! (Current working title)
Post by: esteban on December 26, 2015, 04:50:42 PM
STATUS: ...
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on December 27, 2015, 04:28:17 AM
Merry Christmas and happy holidays to you too este :D
Progress is progressing, I am happy that we are making any during such a busy time of the year for our personal lives considering its a personal project.
Having Nod in the chats has been amazing for getting past a few hurdles, but we are still a ways off from any major updates, elmer makes us look even worse than we are with those dev blogs :D
I am not sure what we last reported, or what DK wants to show, but the art on the shower level is nearing completion and two other levels are starting to take rough form as far as gameplay, not much art in tjose. I'll defer to the code monkey for what he wants to show :)
Thanks for your interest, hopefully this next year will provide us a smooth dev cycle to bang this thing out!!
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on December 27, 2015, 05:14:18 PM
Not to mention, when I make changes to the code, or implement new art supplied by gredler, I generally post a video or image in DoxPhile chat. Thus, I'm less inclined to post it here.
So, its not like there is zero progress - I'm actually quite happy with how it is coming along. Its just not getting updated like a dev blog here.
Title: Catastrophy! (Current working title)
Post by: esteban on December 28, 2015, 01:30:15 AM
Not to mention, when I make changes to the code, or implement new art supplied by gredler, I generally post a video or image in DoxPhile chat. Thus, I'm less inclined to post it here.
So, its not like there is zero progress - I'm actually quite happy with how it is coming along. Its just not getting updated like a dev blog here.
Oh, DoxPhile forum/chat still exists?
I didn't know.
(Obligatory dissing of nullity...now I feel better.)
:)
Title: Re: Catastrophy! (Current working title)
Post by: Gredler on February 15, 2016, 06:04:03 PM
I know an update is long overdue, but more progress has been made! :dance:
Caution - check your speaker volume, I've never made music before so the sound is very rough.
I hope you guys like the progress, and look forward to hearing feedback.
One of us will post again once we have more updates!
Edit: I just noticed, POST 500!! Danm I chat here too much hahaha
Title: Re: Catastrophy! (Current working title)
Post by: HailingTheThings on February 15, 2016, 07:48:49 PM
The graphics gave me a good chuckle, but the game looks tough.
Thanks! I was really happy to finally get the mappy background working, glad to hear it's not offensive :P
I appreciate everyone's positive vibes, I hope the momentum we have had so for this year is consistent. I would love to get something in everyone's hands playable asap.
I think we are nearing pencils down on this level. I am not sure what's been shown but we have two other in progress levels, and DK is starting on the main gameplay style now, so we can flesh the game out in between these boss fights.
I am now tasked with creating the villian, I wish I had Sarumaru's knack for character creation, hahah. Wish me luck, incoming villian!
Title: Re: Catastrophy! (Current working title)
Post by: chicgamer on February 16, 2016, 01:12:30 PM
The graphics are really cute. Very nice!
Title: Re: Catastrophy! (Current working title)
Post by: HailingTheThings on February 16, 2016, 06:59:15 PM
Well, now I that I won't be sleeping for the next few days for fear of night terrors, I guess I'll be making a lot more progress on the game!
WTF IS THAT?
EASTEREGG REVOKED.
idk but this is dope.
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on July 13, 2016, 06:00:51 PM
This thread was desperately in need of an update, so here's an intro to another boss, the big bad vacuum!
We've got the code base down for 3 of the 5 bosses, with the shower boss being mostly done. I've been working on the main section of the game, but I'm worried it won't be "fun." Both of us have had lots of reasons to take a hiatus, but that doesn't mean there is zero progress!
Title: Re: Catastrophy! (Current working title)
Post by: Punch on July 13, 2016, 06:02:30 PM
*this video is private*
Title: Re: Catastrophy! (Current working title)
Post by: DarkKobold on July 13, 2016, 06:06:55 PM
This thread was desperately in need of an update, so here's an intro to another boss, the big bad vacuum!
! No longer available (http://www.youtube.com/watch?v=SFCraMKK1O8&feature=youtu.be)
We've got the code base down for 3 of the 5 bosses, with the shower boss being mostly done. I've been working on the main section of the game, but I'm worried it won't be "fun." Both of us have had lots of reasons to take a hiatus, but that doesn't mean there is zero progress!
The Sprite Animation (TSA) is absolutely gorgeous and so cute/well-timed. Out Little Feline (OLF) is too precious when preening at the very end. MAGNIFICENT.
:)
Title: Re: Catastrophy: In Development
Post by: sirhcman on July 14, 2016, 01:56:58 AM
Yup, looks good dude! Its no Oni-bro but I guess it will do.
Title: Re: Catastrophy: In Development
Post by: TheClash603 on July 14, 2016, 03:27:59 AM
I was impressed by the recent video, looks like this has come a long way!
Title: Re: Catastrophy: In Development
Post by: Gredler on July 14, 2016, 11:42:00 AM
Thanks for the update DK, inspiring to get back into it!! Also thanks everyone for encouraging words about the gfx. That video has a lot of placeholders and buggy bits, but it's great to see DK getting stuff ready for me to make prurdy :P Yay!
Title: Re: Catastrophy: In Development
Post by: spenoza on July 14, 2016, 02:06:56 PM
Very promising. Do be careful with the whole pillar-dodging thing, though, because it can be hard to determine where you are on-screen in relation to the gaps between pillars. If that's at all visually confusing it could easily be a frustrating experience for your players.
Title: Re: Catastrophy: In Development
Post by: Gredler on July 14, 2016, 03:07:06 PM
Very promising. Do be careful with the whole pillar-dodging thing, though, because it can be hard to determine where you are on-screen in relation to the gaps between pillars. If that's at all visually confusing it could easily be a frustrating experience for your players.
Great advice. I am hoping that the pillars are spaced out and very pattern based so they can be memorized. I believe DK has been designing this boss fight to be similar to the beloved turbo tunnel from battletoads :P
Currently it's very hard, very hard.
Title: Re: Catastrophy: In Development
Post by: Lost Monkey on July 15, 2016, 07:37:55 AM
Looking good!
Title: Re: Catastrophy! (Current working title)
Post by: NightWolve on July 15, 2016, 09:26:05 AM
Final vacuum art is in place, and we have a level select screen!
The character designs are *genuinely* cute and nicely done (even the vacuum has a lot of personality).
The animation is fantastically implemented and perfect for this game.
I really like the title screen and level select screens... They totally work with the concepts I have seen (shower, living room). CRT TVs flickering each level just works.
I can't remember if I ever said this, but Catastrophy immediately reminded me of the boss confrontations in Stinger (NES)... Something I always found goofy, yet endearing since I was a kid. This is actually a high compliment, since very few games break past my jaded, adult armor and make me feel excited about brutal bathtubs, psychotic pizza, etc. Household items have never been more deadly yet cute.
Notice I didn't invoke the Japanese title of the series because I never knew it as a kid. I just knew "Stinger" :)
Title: Re: Catastrophy: In Development
Post by: Gredler on September 24, 2016, 04:59:59 AM
Thanks for posting the video DK, and sharing our modest progress! Ball IS rolling again, which is a lot of fun :)
I wouldn't call the art final though, I think we are going to change the color of the vacuum up if I can, and the tilemap/background is very temporary and will look much different in its final state!
The animation is fantastically implemented and perfect for this game.
I really like the title screen and level select screens... They totally work with the concepts I have seen (shower, living room). CRT TVs flickering each level just works.
Thanks Este! The drawings took me longer than I'd like to admit, but DK put them to good use, so I am glad to see it starting to come together with his hard work! It looks really good on a CRT, I did some play testing on the duo with my everdrive and the rom loads up and plays like a dream :)
(Earlier build before catlignment was tuned) (http://i.imgur.com/foynKEW.jpg)
Thanks for the singer idea too, cute games like that (and fantasy Zone) are great refence for wacky disembodied odd bosses ;p
Title: Re: Catastrophy: In Development
Post by: nodtveidt on September 24, 2016, 04:25:00 PM
This game is so f*cking cool. :D
Title: Re: Catastrophy: In Development
Post by: Gredler on September 24, 2016, 07:40:45 PM
I really enjoy that the cat looks semi-retarded, and that you gave him a helmet to confirm it.
lol.
are you still trying to dingledick around and get MML to work?
Yeah I've given midi to mml a shot a few times and still wind up with garbage. The retardation the cat exudes is likely the embodiment of my own mental capacity.
I have not yet made my own 6 channel midi to convert - that's my next scheduled task / test.
So far I've made the song and sfx using mml in notepad ++, and tried to convert royalty free jazz standard midis. The problem with the jazz standards midis is that they usually have a channel per instrument and jazz bands had like 3 of each instruments in those bands, and then it comes out sounding like garbage. Also, I don't know enough about music to "spot check " the song in 3mle and find what's breading it.
I am still in talks with a third dude so I can focus on art and dk can focus on progtamming, cabbage has helped us a bunch and I just heard back from a sound engineer friend of a friend who might be interested
Title: Re: Catastrophy: In Development
Post by: sirhcman on September 28, 2016, 05:54:06 AM
gredler keep up the good work, your art has really grown since the beginning of this project.
I enjoy the cat sprites, they have a charm about them that I can appreciate!
Title: Re: Catastrophy: In Development
Post by: Arkhan on September 28, 2016, 06:43:44 AM
If you need help with MML, let me know. I'll try to help between Infernoing and shit.
Usually, there's some minor hiccup that cripples people and scares them off, and it's something so minor you'll be like
:fduahuiogiaudfghidfu"
Title: Re: Catastrophy: In Development
Post by: Gredler on September 28, 2016, 06:51:11 AM
If you need help with MML, let me know. I'll try to help between Infernoing and shit.
Usually, there's some minor hiccup that cripples people and scares them off, and it's something so minor you'll be like
:fduahuiogiaudfghidfu"
Thanks man, I will for sure. I am holding out hope we have a third guy make the tunes because my shit will never sound good because I don't know how to make music, so anything I make is like baby's first drum n bass. A education in how to make music, and making a clean midi is what I have to do first. It sorta worked to use the jazz standard songs I downloaded, but the song just eventually got out of sync and sounded all helmet cat'd out. ;) I'll be sure to reach out to you when we get to a point that we don't think it's operator error hahaha.
Title: Re: Catastrophy: In Development
Post by: Arkhan on September 28, 2016, 07:32:30 AM
You have to make sure the MIDI is basically very quantized to full steps (1,2,4,8,16,32 notes). That will make your life easier.
You can get into weirder lengths, but they need to be actual musical lengths. If you just sloppily drag lengths around that are somewhere between an 8th and 16th note , you will get weird conversions that are a pain to line up.
Music tools (and 3MLE) have quantizers to help line it all up, though.
Title: Re: Catastrophy: In Development
Post by: DarkKobold on September 28, 2016, 07:33:21 AM
If you need help with MML, let me know. I'll try to help between Infernoing and shit.
Usually, there's some minor hiccup that cripples people and scares them off, and it's something so minor you'll be like
:fduahuiogiaudfghidfu"
Thanks for the offer! Thus far, its simply been having a lack of anything to insert, rather than any issues with actually executing the code. Squirrel is in the game. Which reminds me, I need to send you a PM.
Title: Re: Catastrophy: In Development
Post by: Arkhan on September 28, 2016, 07:49:43 AM
Just grab some stupid simple MIDI that works from some free website to at least test it out.
Title: Re: Catastrophy: In Development
Post by: DarkKobold on September 29, 2016, 06:05:01 AM
Just grab some stupid simple MIDI that works from some free website to at least test it out.
Oh, it absolutely works. At least one of our videos has Gredler's drum loop going during the shower boss. The big hold up now is just something worth putting in.
Title: Re: Catastrophy: In Development
Post by: Gredler on September 29, 2016, 06:22:26 AM
Just grab some stupid simple MIDI that works from some free website to at least test it out.
Oh, it absolutely works. At least one of our videos has Gredler's drum loop going during the shower boss. The big hold up now is just something worth putting in.
Gredlers original music = shitty but works Gredler's attempt at royalty free music conversion = shittier but also works.
The hopes are that we either find super clean royalty free midis, get a musician who makes original midis, cabbage takes over the sound side of catastrophy, or I learn how to make music and create the midis my self so the conversion to mml is more predictable and manageable.
The royalty free midi's I've been trying are jazz standards like sing sign sing or sweet Georgia brown, and I just have not successfully been able to make those sound good, but cabbage has been able to make some good conversions using midis from the same source. (http://midkar.com/)
Title: Re: Catastrophy: In Development
Post by: DarkKobold on November 05, 2016, 01:37:24 PM
Here's a preliminary view of the main gameplay. Here's hoping I'm able to figure out why HuC won't let me add any more code...
Title: Re: Catastrophy: In Development
Post by: esteban on November 05, 2016, 01:42:02 PM
I think you are literally editing your post to add a video link as I type this...
:)
Title: Re: Catastrophy: In Development
Post by: Punch on November 05, 2016, 01:44:04 PM
http://www.youtube.com/watch?v=cvzfO2L8eaI Here's a preliminary view of the main gameplay. Here's hoping I'm able to figure out why HuC won't let me add any more code...
dope! keep up the great work!!
Title: Re: Catastrophy: In Development
Post by: megatron-uk on November 05, 2016, 09:03:25 PM
I propose a new name: Kitty Bobble :D
Looks totally nuts :lol: - great work! :clap:
Title: Re: Catastrophy: In Development
Post by: esteban on November 06, 2016, 12:25:05 AM
I commented on TubeYou instead of this forum. Thank you.
Title: Re: Catastrophy: In Development
Post by: Punch on November 06, 2016, 04:01:42 AM
Hey I thought this was going to be a platformer game, not a single screen Mario Bros.
Excellent but I'm wondering how you're going to make the other levels to fit with the main game.
Title: Re: Catastrophy: In Development
Post by: esteban on November 06, 2016, 05:35:09 AM
http://www.youtube.com/watch?v=cvzfO2L8eaI Here's a preliminary view of the main gameplay. Here's hoping I'm able to figure out why HuC won't let me add any more code...
BTW my avatar is "cutting room floor" the initial sprite I made for the mouse in this level. The design was too RatFink and not enough Hanna-Barbera, so I redrew it to fit the style of the game better :)
(http://i.imgur.com/uyqefVjc4ca.png?1) vs (http://i.imgur.com/B7EyFHIt.jpg) (still not shaded and cleaned up)
I started animating him, but this guy was done on my phone using a capacitive touch stylus in Pixly
(http://i.imgur.com/HQUR5nM.gif)
I love seeing this progress, and makes me feel bad to bottle neck with art - I need to get this guy some more stuff!
I hope we're able to figure out DK's current blocker, it seems like all of the code for the various levels works fine individually, but when he combines them together it hits some sort of bug causing it not to compile?
Title: Re: Catastrophy: In Development
Post by: Arkhan on November 21, 2016, 07:21:20 AM
I hope we're able to figure out DK's current blocker, it seems like all of the code for the various levels works fine individually, but when he combines them together it hits some sort of bug causing it not to compile?
Any update on that? I replied in the thread but it went dead.
Title: Re: Catastrophy: In Development
Post by: Gredler on November 21, 2016, 08:15:44 AM
Any update on that? I replied in the thread but it went dead.
I think the updates that Elmer made to HuC, paired with housekeeping and cleanup by DK, has gotten us over the hurdle and we have a build that is unblocked by issues right now :) Thanks for the followup dude
Title: Re: Catastrophy: In Development
Post by: Arkhan on January 29, 2017, 09:30:17 AM
Do you still need some terrible jazz music for this game? I might have a little free time to f*ck around with it.
Title: Re: Catastrophy: In Development
Post by: Gredler on January 29, 2017, 11:55:40 AM
If you want to take a shot at "Sweet Georgia Brown" or "Sing Sing" , yeah we got no good tunes right now.
Title: Re: Catastrophy: In Development
Post by: DarkKobold on January 29, 2017, 05:57:41 PM
It probably isn't worth it, since we will likely be switching to Elmer's driver, since it should have sample support. Sorry!
Title: Re: Catastrophy: In Development
Post by: Gredler on February 12, 2017, 10:39:12 AM
DK and I have been racking our brains since we started this project about what to call our team name. We both enjoy dumb (as Arkhan might say, retarded) puns, and silly wordplay. Not taking ourselves too seriously in this endeavor is a key factor in our development :P
We thought a lot about it, and have brainstormed a few ideas. The best one we have agreed on is Obey Bee, chosen for obvious reasons.
I'd love to hear feedback, and other ideas, for what our scrappy team could name itself.
We all can't have gems like Aetherybte and Sarumaru Co. So go easy on us and hit us with your best ideas and suggestions!
(http://i.imgur.com/YeInhmy.jpg)
Title: Re: Catastrophy: In Development
Post by: sirhcman on February 12, 2017, 11:01:32 AM
I think you should have your company name announced in digitized voice along with the logo, like SEGA did. And Saru should be that voice!
I vote for arkhan to voice the company name
Title: Re: Catastrophy: In Development
Post by: Gredler on February 12, 2017, 11:10:42 AM
Young guys may be joking, but I would love to have a Feka esque splash audio event where someone says oh baby in a deep voice like this clip, https://youtu.be/FoDb1QCZyXw
Hahah that's what makes me want to use this team name the most!
Title: Re: Catastrophy: In Development
Post by: TheClash603 on February 12, 2017, 01:57:51 PM
No need to change what you've come up with, it's perfect! Now gimme games!
Title: Re: Catastrophy: In Development
Post by: elmer on February 12, 2017, 02:17:11 PM
Young guys may be joking, but I would love to have a Feka esque splash audio event where someone says oh baby in a deep voice like this clip, https://youtu.be/FoDb1QCZyXw
Time for school, Ferris. :wink:
Neat team name, huge approval! :lol:
Title: Re: Catastrophy: In Development
Post by: nodtveidt on February 12, 2017, 03:14:36 PM
Obey Bee is perfect. :D
Title: Catastrophy: In Development
Post by: esteban on February 13, 2017, 03:08:16 AM
I am the third or fourth person to approve of OBEY BEE.
Title: Re: Catastrophy: In Development
Post by: sunteam_paul on February 16, 2017, 06:33:04 AM
DK and I have so little in common, hard to find something to name us. I've had teams in the past that found their name easy, but this one has been hard to find.
I guess we can just say "a game by dark kobold and gredler" but I'd rather have a team name and credit ourselves with our real names - I am new to this homebrew thing. :P
Title: Re: Catastrophy: In Development
Post by: elmer on February 16, 2017, 10:46:14 AM
"A Derk Cobbler Game"? :-k :lol:
Title: Re: Catastrophy: In Development
Post by: Gredler on February 16, 2017, 11:32:22 AM
We've tossed around a couple mash-up names; Boldler was my favorite :P
I was thinking of unrelated names that represent our situation, but nothing seems appropriate.
The OBEY verbage has gotten some understandable backlash - and I felt weird about using both it and the hudson bee as they're copywritten (and it's lazy of me to do so)..
Likely it will be a PCEFXOPHILE of some sort name :P
Title: Re: Catastrophy: In Development
Post by: DarkKobold on February 16, 2017, 11:44:44 AM
Seems like Obey Bee is pretty well approved by the majority. Any feedback on the logo itself?
Title: Re: Catastrophy: In Development
Post by: elmer on February 16, 2017, 11:44:48 AM
Seems like Obey Bee is pretty well approved by the majority. Any feedback on the logo itself?
Logo itself has had mixed feedback - it's flagrant copy-write infringement though (http://cdn.shopify.com/s/files/1/0827/9097/products/ObeyIconhighres_large2dbe.jpg?v=1435265610)+(http://ih1.redbubble.net/image.55480216.5747/sticker%2c375x360.u1.png)=(http://i.imgur.com/YeInhmy.jpg)
I did make this logo in like 5 minutes, just as a proof of concept, but if we were to use it I would have to make something more original.
The OBEY to me is something I saw in high school as grafiti all the time, and only learned of its relevance to PCE since joining here relatively recently, and only found out it was a copywritten brand (now) when googling the obey posters.
When I think of Obey, this is what I think of. (http://i1.wp.com/hypebeast.com/image/2014/06/obey-this-film-reveals-story-behind-shepard-faireys-andre-the-giant-02289.jpg?w=960)
But I think the context here is much different than elsewhere.
I do think this is the best option we have, so far.
Hahaha ... it's all about coming up with something that straddles the line between your Porn Names and "Alan Smithee". :wink:
So many of my favorite TV shows when I was growing up ended with "A Quinn Martin Production". 8)
Hahah with that in mind,
Pants Off Productions Pants Down Development Grebald Games
:P Keep them coming!
I also think I should say - the progress on the game is coming along we've actually worked on it a bit recently, yay! :)
Title: Re: Catastrophy: In Development
Post by: esteban on February 17, 2017, 08:03:25 AM
Bee Ball.
Title: Re: Catastrophy: In Development
Post by: Black Tiger on February 17, 2017, 08:56:16 AM
I'm not a fan of the "Obey!" meme for PCE, outside of Tats' original image, and it was already a meme of its own for years before the PC Engine existed.
But I love the Hudson bee and that logo mockup is cool. Something like "Bee Ware" or "Bee Soft" would be nice.
Title: Re: Catastrophy: In Development
Post by: Gredler on February 17, 2017, 10:08:49 AM
Boo Bees is growing on me. Literally and figuratively and literally
Title: Re: Catastrophy: In Development
Post by: sirhcman on February 17, 2017, 10:42:28 AM
Deekler Soft
Title: Re: Catastrophy: In Development
Post by: Gredler on February 17, 2017, 10:58:30 AM
I'm not a fan of the "Obey!" meme for PCE, outside of Tats' original image, and it was already a meme of its own for years before the PC Engine existed.
Yeah, I am in agreement that it's a bit of a reach towards current trends, and is not the vibe we probably want to push forward.
Title: Re: Catastrophy: In Development
Post by: nodtveidt on February 19, 2017, 12:02:43 PM
If you were to reconsider doing "Obey Bee", I had someone do a couple of voice samples for it.
Title: Re: Catastrophy: In Development
Post by: Gredler on March 08, 2017, 06:04:17 AM
Just a little update to let everyone know we're still working on it. DK has recently figured out a cool idea on how to introduce more background variety to the Vacuum level, and I've found a couple breaks where I could work on it a little to start making some things. We're trying to become more classy, one might say more dapper.
(http://i.imgur.com/ZpzR5No.png)
Title: Re: Catastrophy: In Development
Post by: Black Tiger on March 08, 2017, 07:12:52 AM
Very cool. Please make him an unlockable playable character.
Title: Re: Catastrophy: In Development
Post by: elmer on March 08, 2017, 07:45:34 AM
Love him! :D :lol:
Title: Re: Catastrophy: In Development
Post by: Arkhan on March 08, 2017, 09:13:09 AM
I dunno. That bowtie makes him look like a bit of a pussy.
heeeheeee
Title: Re: Catastrophy: In Development
Post by: HailingTheThings on March 08, 2017, 09:15:25 AM
Sophistikitty. :3
Title: Re: Catastrophy: In Development
Post by: esteban on March 08, 2017, 10:29:22 AM
Just a little update to let everyone know we're still working on it. DK has recently figured out a cool idea on how to introduce more background variety to the Vacuum level, and I've found a couple breaks where I could work on it a little to start making some things. We're trying to become more classy, one might say more dapper.
(http://i.imgur.com/ZpzR5No.png)
This bastard has class.
Title: Re: Catastrophy: In Development
Post by: nodtveidt on March 08, 2017, 12:52:31 PM
f*ck YEAH.
Title: Re: Catastrophy: In Development
Post by: NightWolve on April 14, 2017, 06:03:10 AM
Top Cat! The indisputable leader of the gang. He's the boss, he's a VIP, he's a championship. He's the most tip top,Top Cat. Yes, he's the chief, he's a king, But above everything,He's the most tip top, Top Cat!
https://youtu.be/gTyTkD1Pz_E
Title: Re: Catastrophy: In Development
Post by: Gredler on April 14, 2017, 06:37:03 AM
Well nightwolve, thanks for the reference! I need to go back and purple up this pimp, hell yeeeahh!!
Also need to add a stripe to the hat (I didn't like that plane poorly shaded look anyways - adding a stripe will help)
BTW - I am a lagger who's been stuck in hyrule and wedding plans, so I have not done anything since this cat - DK is making progress soldiering through with placeholder art though, so progress trickles on!
Excuses excuses!! :P
Title: Re: Catastrophy: In Development
Post by: turboswimbz on July 20, 2017, 02:14:18 PM
GIVE ME MORE - updates . . . please. also very nice work so far gredler.
Title: Re: Catastrophy: In Development
Post by: DarkKobold on August 24, 2017, 09:33:34 AM
Here's a new level underway - unfortunately, the youtube downsampling to 30 fps screws up the bird shadows. This also illustrates my "wonderful" art skills.
https://youtu.be/j0wGht2mb9U
I'd also like to note that there has been a ton of progress on the final level. Its nearing completion of the programming and art assets. However, we'd really like to keep the content of that one as a secret (as much as we can) for the players. It's by far the most intense use of graphics and animation to date. We hope you'll love it when the game is finally released.
Title: Re: Catastrophy: In Development
Post by: Necromancer on August 24, 2017, 09:45:48 AM
That compression though.
Title: Re: Catastrophy: In Development
Post by: DarkKobold on August 24, 2017, 09:56:42 AM
Yeah, I really need to learn how the TAS encoders do this stuff, because I clearly don't have the first clue what I'm doing. They're really good at doing some sort of frame blending to create stuff that does 30 fps well, and doesn't get shit on by youtube's compression algorithm.
If anyone really wants to see what it looks like, they can download this.
Have to play in 60fps to see the shadows "properly"
BLACK MAGIC! WIZARDRY!
Title: Re: Catastrophy: In Development
Post by: Arkhan on August 24, 2017, 05:42:14 PM
MIGHT AND MAGIC.
Title: Re: Catastrophy: In Development
Post by: Necromancer on August 25, 2017, 02:33:05 AM
Very nice. She's coming along nicely.
Youtube really took a shit on that first video. Thanks, Obama!
Title: Re: Catastrophy: In Development
Post by: esteban on August 26, 2017, 02:26:03 PM
100 pts awarded to the entire Catastrophy Crüe!!!
I love everything.
:)
Title: Re: Catastrophy: In Development
Post by: Gredler on March 15, 2018, 09:19:50 AM
DK asked me to post an update, and since we've recently made some progress both to share and to hold behind the curtain I figured I might as well
We recently got the final level to a very nice point graphically, and now DK is smoothing out the edges on the animation and level design. A few small polish things visually and that level will be at the same point of completion as the shown shower level, but we will not be showing the final level since it would spoil the fun of what the last level is. We've bookended the project with a 80% done first level "Slippery Situation" a.k.a. the shower level, and now this 75% done last level "Doggone Dilemma".
We've continued working on the vacuum level, and there's a lot on my plate for that, so when I have some art to show - or DK has any new gameplay to show - we will share that when it's available.
I recently updated the HP Bar, and DK thought that'd be fun to share. Thank you Sarumaru for the placeholder we've used up until now, but I wanted to make something that is more noticeable when it changes, and something that matches the look of the player's character :icon_cat_happy:
(https://i.imgur.com/hFGgOFA.gif)
Sorry I don't have more to share with you all, but hopefully we keep up the recent momentum and have more to share soon. Thanks for the interest.
Title: Re: Catastrophy: In Development
Post by: Gredler on February 13, 2019, 08:53:29 PM
Bump - We're back yall
Title: Re: Catastrophy: In Development
Post by: nullity on February 13, 2019, 09:28:42 PM
Bump? Might want to see a dermatologist. Chances are good that it's the herp.
Title: Re: Catastrophy: In Development
Post by: DarkKobold on February 14, 2019, 03:50:57 PM
How did this end up in Sales and Trade?
Title: Re: Catastrophy: In Development
Post by: Necromancer on February 14, 2019, 05:52:17 PM
I think this is the first time I have actually watched video of this, it's pretty nice looking!
Title: Re: Catastrophy: In Development
Post by: Gredler on July 29, 2019, 12:03:30 PM
Thanks for bumping this :) It's fun to look back and see how much further we have come. DK has since introduced more enemy variety, and has given the cat a combo attack instead of the single swipe.
Since the game was originally a single screen design i put a lot of detail variety in the background tiles, but now that it will be a belt scrolling setup i need to go cut some of those small details in favor of larger variety and smaller sets of tileable elements.
I hope we can post more updates soon, thanks for checking it out!
Title: Re: Catastrophy: In Development
Post by: deckard on August 13, 2019, 11:42:50 AM
Any plans for a release soon?
Title: Re: Catastrophy: In Development
Post by: Gredler on August 13, 2019, 06:11:25 PM
No, adding the new gameplay time has expanded how much stuff we are needing to make and we are still hamstrung by the sound issues we have with HuC 3.99 :*(
We were hoping to wrap it up before the end of the year, but realistically this is a 2020 at the soonest I imagine.
Title: Re: Catastrophy: In Development
Post by: Necromancer on August 14, 2019, 12:12:44 AM
We can wait. I'm just happy it's moving along. :icon_cat_happy:
Title: Re: Catastrophy: In Development
Post by: Gredler on August 14, 2019, 01:08:48 AM
We can wait. I'm just happy it's moving along. :icon_cat_happy:
Thanks sir, I'll post the new art for the shower soon.
It's and example of the type of expansion the game made requiring a lot of art rework.
Previously the tilesets were designed for one screen, but now that there are belt scrolling sections to the gameplay i need to make tiles for that too.
The good news is all of the small/regular characters are done. I can try to post some images of them but i think it will be more fun for everyone to see it in action with intentional bg tiles :)
Title: Re: Catastrophy: In Development
Post by: roflmao on September 11, 2019, 11:34:09 PM
Great to hear this is still being worked on!
Title: Re: Catastrophy: In Development
Post by: Gredler on September 12, 2019, 07:36:21 PM
Thanks for the support!
DK and i seem to find 3 months of progress every 6 months haha. We are both currently in a lul due to personal and work issues, but we are very close to a "beta" state, its nice having almost entirely finishable game with rough art and game design in place.
There is one more enemy to finish the art for, one more boss to finish the art for, then all art will be implemented.
After that its tuning, polish, and most scary of all... audio!
Title: Re: Catastrophy: In Development
Post by: roflmao on September 12, 2019, 11:18:22 PM
DK and i seem to find 3 months of progress every 6 months haha. We are both currently in a lul due to personal and work issues, but we are very close to a "beta" state, its nice having almost entirely finishable game with rough art and game design in place.
There is one more enemy to finish the art for, one more boss to finish the art for, then all art will be implemented.
After that its tuning, polish, and most scary of all... audio!
Holy moly, that's fantastic news!
Title: Re: Catastrophy: In Development
Post by: Gredler on November 07, 2019, 01:31:48 AM
This is the boss of the vacuum level, but now we have lukester's brothers music playing during the fight
Brilliant! I love home brew games. Does the cat ever win, or is it a infinite-type runner?
This is the boss fight from one of 5 levels. Each level has different gameplay for the boss, and the gameplay before the boss is a beat em up in the style of Riot Street - except you play as a cat attacking mice. We'll have a gameplay video of the beat em up gameplay soon but we're trying to fix some things and add some sound before we post that.
The cat can win, in this boss you need to knock the vase off the table a certain number of times before the vacuum breaks down and stops chasing you.
Title: Re: Catastrophy: In Development
Post by: AkumajoTonyX on November 07, 2019, 08:52:48 PM
Brilliant! I love home brew games. Does the cat ever win, or is it a infinite-type runner?
This is the boss fight from one of 5 levels. Each level has different gameplay for the boss, and the gameplay before the boss is a beat em up in the style of Riot Street - except you play as a cat attacking mice. We'll have a gameplay video of the beat em up gameplay soon but we're trying to fix some things and add some sound before we post that.
The cat can win, in this boss you need to knock the vase off the table a certain number of times before the vacuum breaks down and stops chasing you.
That's awesome. I hope you can make some HuCards for us members to purchase down the road. Cheers.
Title: Re: Catastrophy: In Development
Post by: _joshuaTurbo on November 18, 2019, 11:11:31 AM
release in #14days ?
The rumor anyway....
12/02/02019
Title: Re: Catastrophy: In Development
Post by: Gredler on November 18, 2019, 11:56:18 AM
I wish this more than anyone, but we won't be putting it out until DK and I have checked all the boxes we need to for it to be considered done. We still have a lot of stuff to add - i especially need to add new tile art for the other levels. As far as sprite work we need at least one more enemy, and one more boss. There are more enemies and decorative sprites we want to add hut but they would be extras. DK is almost to bug fix stage, where most gameplay is in place at this point.
That's awesome. I hope you can make some HuCards for us members to purchase down the road. Cheers.
Yes we do hope to make at least a few hucards. My goal for this project from the beginning was to make a hucard game, so yeah we've been planning to make cards feom the get go.
Title: Re: Catastrophy: In Development
Post by: PC Engine Developer on January 21, 2020, 06:47:47 AM
Count me in, if you need someone to beta test your game in the future. Looks great so far, keep up the good work! :icon_cat_happy:
Title: Re: Catastrophy: In Development
Post by: Gredler on January 23, 2020, 02:35:00 PM
DK Posted a video today, this shows a lot of what the game is now and what we are hoping to make each level look and play like.
Title: Re: Catastrophy: In Development
Post by: Necromancer on January 23, 2020, 03:10:10 PM
Heh, looking good! Is that Hit the Ice playing in the background? :mrgreen:
Title: Re: Catastrophy: In Development
Post by: Arkhan on January 23, 2020, 04:08:17 PM
Legit loled at Hit The Ice (OR IS IT BWADES OF STEEEO) on that TV
the parallaxy window is a nice touch. Maybe Deek can comment on how he's doing that. Is sprite trickery, or dynamic tiles?
Title: Re: Catastrophy: In Development
Post by: roflmao on January 23, 2020, 11:07:25 PM
Very cool! I loved seeing Hit The Ice, too. :)
Title: Re: Catastrophy: In Development
Post by: Trenton_net on January 27, 2020, 11:15:51 AM
This looks like it's shaping up quite well!
When you get hit, does your character blink or flicker for a bit so you know how long your invulnerable for? Or was Youtube framerates making that impossible to see?
Title: Re: Catastrophy: In Development
Post by: DarkKobold on January 28, 2020, 04:48:25 PM
When you get hit, does your character blink or flicker for a bit so you know how long your invulnerable for? Or was Youtube framerates making that impossible to see?
It does, and you should be able to see it if you view directly from Youtube. Youtube apparently serves only 30fps to remote sites or mobile. Makes it shitty to show game play videos, but I do record at 720p, so at least on-site videos play at 60fps.
Heh, looking good! Is that Hit the Ice playing in the background? :mrgreen:
I never thought of "Hit the Ice" until people started commenting it. I just wanted to include something hockey for Gredler. It makes me want to include more small turbo refs in the game
Title: Re: Catastrophy: In Development
Post by: Necromancer on January 28, 2020, 07:02:23 PM
You got the stacks of games on shelves, so it's perfectly fitting. :mrgreen: