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Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)

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#51 2020-12-07 05:13:31

rune-dev-matt
Member
From: Germany
Registered: 2020-11-30
Posts: 12

Re: New game: Black Castle

Hello everybody (first post -> hurray!),

now my feedback to this game:

I really *love it*. It really catches the old Ghosts'n'Gouls feeling.
And the 5 lives feels much fair and balanced than the GnG.
In my emu, the movement feels snappy and clean and I can't wait to try it on real hardware.
Now the thing, which really made me love this game are the little secrets like this:

https://i.postimg.cc/5YZHtNht/Bildschirmfoto-2020-12-07-um-10-51-53.png

https://i.postimg.cc/7J05Jr4n/Bildschirmfoto-2020-12-07-um-10-54-23.png

It really shows love to the detail, which I appreaciate.

Thanks,
Matt

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#52 2020-12-07 13:46:03

0x7f
Member
Registered: 2019-11-24
Posts: 46

Re: New game: Black Castle

Hi Matt,

thanks for your feedback. There is also a physical release planned. You can find further information here:
https://www.nexgam.de/forum/thread/9410 … ty-aktion/

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#53 2020-12-20 11:15:55

Jonas
Member
From: Frankfurt, Germany
Registered: 2016-06-06
Posts: 108
Website

Re: New game: Black Castle

Very cool game! smile After all the effort players will need to beat this, it would be fair to give them more than a simple "Congratulations" message as an ending.

Set memory address $C0AB to $FF and never run out of hearts. tongue

Is the version linked in post #47 the final release?

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#54 2020-12-20 14:27:18

0x7f
Member
Registered: 2019-11-24
Posts: 46

Re: New game: Black Castle

Hi Jonas,

the final screen is nothing special but I run out of memory and I wanted to fit everthing into 64kB.

Yes, its the final release.

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#55 2020-12-21 03:13:24

toxa
Member
Registered: 2020-02-13
Posts: 215

Re: New game: Black Castle

My friend had a DDR produced (eastern germany) Robotron 1715 computer with black-green alphanumeric 24(?)x80 CRT screen. There were some weird games, one of them was called "gvozd", was just a line of T letters at the bottom line of the screen (80 T letters), and at the top line was very fast moving inverted space character which looked like a solid block. when you press space, that block "falls" down onto the letter T below and it turned into underline. I guess, that should symbolize a hammer hammering a nail.  The game was VERY hard, because any single miss was a fail of the whole game, and block moved faster each time you hit the T. Once we played it for a very long time, because we really wanted to see, what happens when you win. And finally we did! And... It said... "prize game".

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#56 2020-12-21 03:21:23

toxa
Member
Registered: 2020-02-13
Posts: 215

Re: New game: Black Castle

ah. and i also wanted to give you advice: you can make menu and last screen more "lively", if you make them as a part of a level. i mean level engine might move rippers or other characters above menu. make something like a "parade", for example. that might even shorten the code. many games use that trick, say dizzy: https://www.youtube.com/watch?v=tLycESojiCU (the first few seconds of the video after the loading titre)

Last edited by toxa (2020-12-21 09:45:36)

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#57 2020-12-21 05:58:16

Jonas
Member
From: Frankfurt, Germany
Registered: 2016-06-06
Posts: 108
Website

Re: New game: Black Castle

Well, maybe the ending is just another reference to Fortress of Fear? That game is also known for simply showing you a text message to inform you that "your quest is successful" once you've gone through the trouble of beating it. big_smile

Anyways, good job squeezing this into 64K without using assembly.

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#58 2020-12-22 06:59:48

0x7f
Member
Registered: 2019-11-24
Posts: 46

Re: New game: Black Castle

Hi,

yes it can be seen as a reference to Fortress of Fear. I think for my next project I will put more effort into the title and end screens.

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