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View topic - Upcoming game: Silver valley

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  • Joined: 28 Jan 2017
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Upcoming game: Silver valley
Post Posted: Mon Sep 18, 2017 8:02 pm
Well.. i wanted to finish it today (tomorrow i travel for a week) but i had no time (only graphic updates, as i have only 200 bytes for code with z88dk with opt-code-size and 1kb free on banks) so, at least, i publish first images of next game: Silver Valley.

This time will have to kill a dragón, but that wont be easy....

64 stages, with an story driving the action, rpg like.

Several gameplay schemes, platforming, flying/shmupping, sailing...

Seven bosses

One minigame included

All my hard work and love for gaming put here.

Next week i will return.

Regards.
silvervalley-1.png (2.26 KB)
This way began the history
silvervalley-1.png
silvervalley-2.png (3.89 KB)
Into the castle
silvervalley-2.png
silvervalley-4.png (2.76 KB)
The dragon
silvervalley-4.png
silvervalley-5.png (3.67 KB)
Rpg city
silvervalley-5.png
silvervalley-8.png (907 B)
Crapman
silvervalley-8.png
silvervalley-10.png (3.68 KB)
Crossing river
silvervalley-10.png
silvervalley-11.png (4.97 KB)
Mage tower
silvervalley-11.png
silvervalley-12.png (3.14 KB)
Lava cavern
silvervalley-12.png
silvervalley-13.png (3.34 KB)
Mecha sworm
silvervalley-13.png
silvervalley-17.png (4.23 KB)
Flying on skies
silvervalley-17.png
silvervalley-18.png (4.55 KB)
Into sky fortress
silvervalley-18.png
silvervalley-19.png (2.94 KB)
Church undergrounds
silvervalley-19.png
silvervalley-20.png (2.53 KB)
The lift
silvervalley-20.png

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  • Joined: 29 Mar 2012
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Post Posted: Mon Sep 18, 2017 8:35 pm
Craving to test that gameeeee!! :-D
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Post Posted: Mon Sep 18, 2017 8:42 pm
You are a one-man army, eruiz00! :)
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Post Posted: Mon Sep 18, 2017 10:55 pm
Wow! It looks very promising! Beautiful graphics!
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Post Posted: Mon Sep 18, 2017 11:10 pm
It looks amazing!
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  • Joined: 09 Dec 2013
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Post Posted: Tue Sep 19, 2017 11:41 am
Wow, this is truely great! :D
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  • Joined: 14 Aug 2000
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Upcoming game: Silver valley
Post Posted: Tue Sep 19, 2017 11:59 am
It looks great from the screenshots
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Post Posted: Tue Sep 19, 2017 12:23 pm
HOLY ****!
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  • Joined: 28 Jan 2017
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Post Posted: Tue Sep 19, 2017 1:00 pm
Jajaja i had my doubts about the playability of the game, but last weeks turned out to be a somewhat solid platformer so though i had to finish and publish it and last two weeks has been crazy.

Plan are to release here, give a month or so to look for opinions and criticism from the sms community and terminate with those things whch can be done or improved.

Regards
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  • Joined: 30 Jun 2006
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Post Posted: Mon Sep 25, 2017 4:40 am
This looks amazing!
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  • Joined: 05 Jan 2006
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Post Posted: Mon Sep 25, 2017 9:44 pm
hells to the yea. so much SMS <3
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Post Posted: Wed Sep 27, 2017 1:26 pm
We want the game!, we want the game!
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Post Posted: Wed Sep 27, 2017 3:39 pm
Ummm... This weekend will be the one. I am playing and refining and thinking about new projects
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Post Posted: Wed Sep 27, 2017 7:30 pm
Looks very impressive.

I want to start programming my games, but need time and help.

Thanks for your job
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Post Posted: Wed Sep 27, 2017 8:00 pm
LOL i can assure you will need time !!!!!
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Only for fun
Post Posted: Fri Sep 29, 2017 11:15 pm
A little video while i finish some little aspects of the game...

https://youtu.be/Ra99EOsy4Uw
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Post Posted: Sat Sep 30, 2017 10:11 am
eruiz00 wrote
A little video while i finish some little aspects of the game...

https://youtu.be/Ra99EOsy4Uw


AWESOME!!! Gran trabajo, muchas ganas de verlo. ¿que porcentaje dirias que llevas terminado? What % of work you did?
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Post Posted: Sat Sep 30, 2017 2:04 pm
Wow!! So nice!! :-D
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Post Posted: Sat Sep 30, 2017 10:25 pm
Congrats dude, it´s not a homebrew, this is professional =) You´ve put a lot of passion into it and your long hard work starts to bear fruits now.
The one screenshot (RPG City) looks like a Wonder Boy in Monster Land inspiration, it can´t be better :D A physical production run would be successful if you ask me.
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Post Posted: Sun Oct 01, 2017 12:14 am
I'd love to see a physical production run myself. Anybody to kick the whole thing off!
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Post Posted: Mon Oct 02, 2017 4:06 pm
Gordman wrote
The one screenshot (RPG City) looks like a Wonder Boy in Monster Land inspiration, it can´t be better :D

I'm pretty sure that's what surt had in mind when he created that particular tileset. I think I can spot his superlative work in two or three of the other screenshots, too. (The ones that don't re-use art from the NES Castlevanias.)

@eruiz00: Have you considered teaming up with a dedicated artist to create new assets for your game(s) from scratch? Don't get me wrong, it looks fine, even though the different visual styles clash a bit, but I feel that a project as ambitious as this doesn't live up to it's full potential if it relies so heavily on borrowed art.
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Post Posted: Mon Oct 02, 2017 4:44 pm
Some tiles and sprites (Many of them you have not viewed) are now un process of reworking.

In fact some guy is working on this, and will have crédits on the game, as sverx and alcoholics anonymous, which have been collaborating with their insights, fixes and some coding in their tools/libraries. I am Happy if this game turns to be a community project. Will see.

But i dont feel this game as a castlevania clone. Its faster on his gameplay, with more Smashing on some sites, and more complex platforming on others , a mixture between castlevania, wonderboy, shinobi, with an light rpg history like ys3 (i try this...yours is the last veredict :)

Regards.
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Post Posted: Tue Oct 03, 2017 7:30 am
eruiz00 wrote
But i dont feel this game as a castlevania clone.

I never meant to imply it was.
I'm very much looking forward to it.
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Post Posted: Tue Oct 03, 2017 8:27 am
I subscribe to what Kagesan said. At my opinion, and in my humble experience, projects with some dedicated artist for the graphics and with a good musician for the music/SFXs tend to be better than those made by a single person (OK, there might be notable exceptions, I admit ;) ).

Given your proved skills, it'll take you no time to find someone willing to provide graphics and music to your games - I'm really sure about that :)

(??? the forum is changing "I N" my opinion to "A T" my opinion...???)
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Post Posted: Tue Oct 03, 2017 12:37 pm
Ummm....

Maybe in Next projects.

Nine months ago i chosed sms because i figured was the perfect platform for a one man team. Limited but not too much constrained. In fact i see now the platform much more powerful as i figured some time ago.

I think astroforce was good for a 2.5 months worrk (i have a full time work so only develop at nights).
And this Game is ok for a four months one. Thinking about Launch a full featured engine like flixel, as its What this Game is.

For the músic, is my first motivation when i make a Game. Almost all the music in astroforce and here was made even before coding.

And about the graphics, lets see What this misteryous guy is making....
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Post Posted: Thu Oct 05, 2017 8:28 am
eruiz00 wrote
Nine months ago i chosed sms because i figured was the perfect platform for a one man team. Limited but not too much constrained. In fact i see now the platform much more powerful as i figured some time ago.


Yes, it's surely a platform where a single person can do something nice (to actually something very good) by himself. So keep doing things as you like, though our suggestion still remain valid IMHO :)
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Post Posted: Thu Oct 05, 2017 7:12 pm
Of course. In fact' would be great a group to make a really Well crafted Big and 8mb original Game in 2018!!!

Edit: and this discusión could not exists whithout your excellent smsdevkit, and pkk and aa compilers!!!!
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Post Posted: Fri Oct 06, 2017 7:52 am
I think you'll recruit very good collaborators easily :)

As for devkitSMS... the truth is that I would love to be so creative and inspired as some guys here are, but I'm not. So over the years I discovered that I'm better at making tools to empower other guys so that they can create much better games, and I feel so good when it happens, truly.
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Post Posted: Mon Oct 09, 2017 3:46 pm
Hey eruiz00, is this game coming out soon? If so when? Looks great! Thank you for your hard work and well done for making this!
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Post Posted: Tue Oct 10, 2017 7:22 pm
Ummm

Now that i have more space i have done a new song, and have a new stage. Now It has 67 stages, will have 72 finally. Also' have some new ideas to make.

' i am waiting for new graphics, but it wont be quick. One or two months... Sorry!!!
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Post Posted: Tue Oct 10, 2017 8:13 pm
eruiz00 wrote
Ummm

Now that i have more space i have done a new song, and have a new stage. Now It has 67 stages, will have 72 finally. Also' have some new ideas to make.

' i am waiting for new graphics, but it wont be quick. One or two months... Sorry!!!


No worry we can wait... no noooo we can't wait

Excellent job sir
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Post Posted: Tue Oct 10, 2017 10:50 pm
That's ok eruiz00, you're doing a great job. I'm happy to wait. It will be like a Christmas present :)
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Post Posted: Wed Oct 11, 2017 9:30 am
eruiz00 wrote
Now that i have more space i have done a new song, and have a new stage.


you're using compressed PSGs, right? :)
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Post Posted: Wed Oct 11, 2017 12:06 pm
I am using psgcompr for the graphics, the music and sounds are compressed and everything else is zx7 compressed.

I know (because i tryed yet) i can compress even more both images and songs (psgcompr.zx7… psg.zx7) but as i am using RAM for zx7 Code this is a trouble of balance between Code and temporal RAM array.

But i am Happy, have about 30kb on banks and 3kb for code :)
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Post Posted: Wed Oct 11, 2017 2:16 pm
sorry, I meant to say that PSG compressed tunes can be played directly from ROM, exactly as they are, with no need for any decompression phase...
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Post Posted: Wed Oct 11, 2017 3:52 pm
eruiz00 wrote
Now It has 67 stages, will have 72 finally. Also' have some new ideas to make.

How long is one stage? 72 seems like an awful lot. Can one even hope to complete them in one sitting or do you plan on including a password feature or other means of saving your progress?
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Post Posted: Wed Oct 11, 2017 4:35 pm
Jajajaja

It takes about 75 minutes to finish.

There are larger scenes 2-4 mins) but also there are simple scenes in which you Talk with one or two guys, building the story.

Nothing original, though, the dragón fleed and you need 6 jewels to destroy him. Of course each of the jewels are in a different place, like a pyramid, the Sky castle, a cavern... Or the mage tower which is in dead island. TLOTR 4...
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Post Posted: Wed Oct 11, 2017 5:16 pm
... but the fact is that i dont want a Game in which you are one hour doing the same...

Maybe finally there Will be less stages but with more different ideas, reducing the platform and beatemup components to about a 50% of the time.

Now you can start the Game from where you want (selecting stages) but maybe a short (4 letters) password would be better. Also it lets you continúe.
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Post Posted: Wed Oct 11, 2017 7:35 pm
what about a SRAM save?
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Post Posted: Wed Oct 11, 2017 7:53 pm
Has smskit functions? Whats about hardware and emulators and sms ROM?

Could be interesting. Ill check smsdevkit!
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Post Posted: Wed Oct 11, 2017 9:38 pm
read about it in the wiki, SRAM section.

Emulators supports that, and Krikzz's Master Everdrive supports that too.
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Post Posted: Wed Oct 18, 2017 8:21 am
Also, you might not know about this: https://www.youtube.com/watch?v=vI2JIrvlFns (db-elec "SMS homebrew project": this means you can have a cart with up to 4 Mb ROM [or was it 8?] and 32 KB SRAM with contents held in place by the on-board battery)
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Post Posted: Wed Oct 18, 2017 9:50 am
On my board, I'm using Fram instead of Sram (better ; no battery required)
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Post Posted: Wed Oct 18, 2017 11:28 am
FRAM? wonderful! :)
Maximum ROM size supported? SEGA mapper compliance? Reprogrammable?
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Post Posted: Wed Oct 18, 2017 12:02 pm
Max 1MB (next revision will be more, 2 or 4MB), yes and... yes.
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Post Posted: Wed Oct 18, 2017 2:02 pm
ichigobankai wrote
Max 1MB (next revision will be more, 2 or 4MB), yes and... yes.


yes please!!! :)
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