Author Topic: Final Fight PCE  (Read 5449 times)

shubibiman

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Re: Final Fight PCE
« Reply #75 on: July 24, 2009, 07:14:59 AM »
Here is a CPC demo. Enjoy ;)
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guyjin

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Re: Final Fight PCE
« Reply #76 on: July 24, 2009, 08:06:35 AM »
something about the CPCs graphics reminds me of the Game Gear.
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Tatsujin

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Re: Final Fight PCE
« Reply #77 on: July 24, 2009, 08:19:39 AM »
here's a c64 demo

Enjoy ;) (best with the stereo turned on loudly)
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esteban

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Re: Final Fight PCE
« Reply #78 on: July 24, 2009, 10:10:38 AM »
here's a c64 demo


Enjoy ;) (best with the stereo turned on loudly)



No need to go clubbin' when you have a c64. The art by Mermaid is particularly impressive (YouTube doesn't do it justice)... it's crazy.

Love the music, though.

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ccovell

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Re: Final Fight PCE
« Reply #79 on: July 24, 2009, 10:59:51 AM »


Aaarrgh!!  It's the return of the Incredibly Expanding Euro-border!  Once it took over Spectrum games, it wasn't satisfied until it had obscured the screen displays of even Atari and Amiga games!  Beware!

guyjin

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Re: Final Fight PCE
« Reply #80 on: July 24, 2009, 12:59:15 PM »
Aaarrgh!!  It's the return of the Incredibly Expanding Euro-border!  Once it took over Spectrum games, it wasn't satisfied until it had obscured the screen displays of even Atari and Amiga games!  Beware!


*cough*
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esteban

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Re: Final Fight PCE
« Reply #81 on: July 24, 2009, 04:38:06 PM »
Aaarrgh!!  It's the return of the Incredibly Expanding Euro-border!  Once it took over Spectrum games, it wasn't satisfied until it had obscured the screen displays of even Atari and Amiga games!  Beware!


Hahahhahahaha :) Yeah. It's almost as bad as Burai!  :o

If you check out Mohon Twins' other games, you'll see that screen real estate is used more fruitfully, though.

Hey, what's this...



:)
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Tatsujin

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Re: Final Fight PCE
« Reply #82 on: July 25, 2009, 12:09:49 AM »
covello leones TONGUE BOY :clap:
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PCE Games coundown: 690/737 (47 to go or 93.6% clear)
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ccovell

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Re: Final Fight PCE
« Reply #83 on: July 25, 2009, 02:14:22 AM »

Full screen, no borders!   :D

I'm not quite sure you understand the point about the awfully large borders (unless that was a facetious joke or something...)  There's nothing wrong with building art AROUND a static active playfield, a la Tetris, etc.  But too many Euro (and JP PC) games build honkin' huge borders that pen in and obstruct the scrolling image:

There are even worse offenders...

(At least on the Amiga, we had the Atari ST squarely to blame for this.)

sunteam_paul

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Re: Final Fight PCE
« Reply #84 on: July 25, 2009, 04:49:44 AM »
I would assume that (at least on the 8-bit computers) the smaller play area would be to increase speed of the game.
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Re: Final Fight PCE
« Reply #85 on: July 25, 2009, 05:21:59 AM »
I would assume that (at least on the 8-bit computers) the smaller play area would be to increase speed of the game.

 And the ST too. ST is like a plus/4 of the 16bit computers.

esteban

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Re: Final Fight PCE
« Reply #86 on: July 25, 2009, 06:16:43 AM »
I'm not quite sure you understand the point about the awfully large borders (unless that was a facetious joke or something...)  There's nothing wrong with building art AROUND a static active playfield, a la Tetris, etc.  But too many Euro (and JP PC) games build honkin' huge borders that pen in and obstruct the scrolling image...


I hear you. I was just goofin' around when I posted a pic from your game. :) 

Personally, I don't know when restricting the active play area is a means to compensate for hardware limitations (or to preserve dimensions/proportions/ratios) VS. an over-indulgent designer ruining usability. I usually assume the former, but I know it is not always the case.

You see, the playfield for Nanako Descends to Hell is small (but not as bad as Burai on PC-98, PCE, etc., which is the first game I think of as a point of comparison).

In the screenshots you posted, the way the border for Dragon Spirit obstructs the play area (I assume the player's sprite can "hide" under the dragon border art) is plain silly.


ASIDE: This discussion has inspired me. I want to design a shoot-em-up with dash of action RPG dungeon crawling . You begin the game without any items/weapons. Early on, you can discover/purchase a  "cosmic lantern" that casts a small circle of light (think Necromancer for PCE) around your ship . The game plays as a standard shoot-em-up, but with limited visibility. To keep things slightly less frustrating, there will be other light sources (of varying strengths) that cast shadows accordingly on all of the sprites/stages. Additionally, you can upgrade the light sources for your ship. Basically, the goal is to have darkness prevent the player from seeing most of the game's stages and objects, despite the fact that these elements are fully-fleshed out. Certain stages/areas/enemies deplete/hinder/destroy your light sources. You have to experiment with different light sources to overcome these challenges (i.e. bioflourescence vs. incandescence vs. LED). 

San Soleil, the name for this shoot-em-up, will feature a second loop, where the entire game is visible (completion of the first loop frees the world from darkness, or something like that).

And the name for our hero's vessel?

Edison.





Anyway, now I have to find some TG-16 covers to discuss in the other thread :)



« Last Edit: July 25, 2009, 06:25:51 AM by esteban »
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