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Creators Don Bluth and Gary Goldman tried a big-screen adaptation with crowdfunding back in 2015, but that went nowhere.
Dragon’s Lair movie coming to Netflix, with Ryan Reynolds starring
It’ll be feature-length and live action, says THR
https://www.polygon.com/2020/3/28/21...th-live-action
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Citazione:
Another new VIC20 game I'm working on during the lockdown. This is another port from the ZX Spectrum
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https://www.youtube.com/watch?v=V1m7dpT1eG0
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City Connection Opens Up Jaleco License Catalog Site for Other Creators’ Use https://www.siliconera.com/city-conn...r-creators-use
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https://www.youtube.com/watch?v=Nb4AgQtvER4
Citazione:
Here we see Stoker shooting fireballs and breathing fire. Added dust cloud when landing and a nice swirl of magic too.
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Il demake di Shadow of the Beast per VCS. Ma certamente https://www.patreon.com/posts/35893994
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'Sto tizio credo stia lavorando a una versione di Giana's Return per C64 (ho controllato e, incredibile, pare non esista al momento: per il mio modello di tostapane una versione l'hanno fatta, ma per il C64 no, č ora di porre rimedio a questa sciagurata situazione :snob:).
https://youtu.be/ziv0QKb0ftc
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https://arcade-story.it/container-per-salagiochi/
Citazione:
Hi there, soon, when will finish COVID-19 emergency, will open in Avezzano (Abruzzo, center of Italy) a big arcade museum. In this article many of the cabinets imported for the project
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https://youtu.be/nbjoXjGuYUg
RESHOOT PROXIMA 3 - a new Amiga game in 2020
[Testing the graphics engine - keep main game flow at 50 fps while blitrate drops low]. Want to support my work and get detailed info about designing RESHOOT PROXIMA 3: Visit http://www.patreon.com/loewenstein]
https://www.patreon.com/posts/36095751
RESHOOT PROXIMA 3 Devleaks: Performance testing
Making a game is like a puzzle: Itīs the sum lot of little details which creates the complete picture. To create a convincing picture, I wanted freedom when it comes down to designing details for RESHOOT PROXIMA 3.
Thatīs why I postponed plans of actually implementing stage 1 in march. Instead, I focused on testing the game engine further and see if it can cope with situations outside of its comfort zone. Very heavy bullet rain for example, or situations where the Amigas blitter coprocessor has to draw an extraordinary amount of objects on the screen.
This testing should enable Kev and me to implement modern features which as yet have not been seen in any Amiga game. I want Kevs and my vision of RESHOOT PROXIMA 3 not being obstructed by a limited engine which - for example - struggles to draw more than 30 objects onscreen flicker-free.
The game design of so many Amiga games is obviously defined by technical limits instead of actual entertainment. The Shadow of the Beast series is a prime example of this. Personally, I consider only Beast III being a really great game while the other two feel more like visual showcases. Great to look at, but rather mediocre to play.
Even the visually marvelous and technically adorable jumpīnīrun-adventure Lionheart suffers from the main hero with a very limited weapon range. A warrior like him should be able to set the whole screen on fire. Instead, he can only poke his sticklike sword onto objects within an armīs length - just because the Amigas sprite width draw limits does not allow for a wider range.
So, the past five weeks I spent modifying the engine until it adheres to the following definitions:
The engine should be able to draw an (almost) unlimited number of objects onscreen
Draw rate of enemy objects (supervised by the Amigas blitter) may drop to 25 or 17 fps if necessary, as long as the player does not / hardly notice
Scrolling, Playership, and all bullets need to keep the 50 fps in any case, even in very densely populated situations
Why is all of this important? Because I think that in order to be enjoyable, a shmup game – or any game, for that matter – needs to keep its pace all the time, regardless of how much action is happening onscreen, regardless of the number or size of enemy encounters.
Keeping the game flow and pace unobstructed at any given moment is key to great gameplay. If a game's framerate slows down, then this should happen only intentionally by design. The creators of Thunder Force IV, Ikaruga, and many other Japanese shmups choreographed such slow-motion moments into their games, in order to help the player through difficult situations and/or to emphasize dramatic moments.
Speaking of which: Would such slow-motion moments element fit RESHOOT PROXIMA 3 too - what do you guys think?
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Rudy Hammer č un gioco italiano inedito dell'autore di Vardan e Dragon's Kingdom che viene (credo) solo ora riportato alla luce e reso fruibile. Pare 'na specie di mix tra Wonder Boy e Ghosts 'n Goblins, a occhio https://csdb.dk/release/?id=190018
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https://twitter.com/RetroWizzard
Citazione:
Found the tape of #MiamiVice for #Commodore #C16 that my friend in high school was working on.
Seems it's a text adventure but I don't know if the tape is still readable. Also I'll have to try and track down my friend and ask him first if it would be OK to share this.
https://pbs.twimg.com/media/EVerMOpX...name=4096x4096
https://pbs.twimg.com/media/EVerhOrX...name=4096x4096
https://pbs.twimg.com/media/EVerricX...name=4096x4096
Citazione:
Sadly I have to report that none of the tapes are readable by datasette anymore Sleepy face
Maybe there's still a way by doing a wav2prg conversion with an audio tape deck but I don't keep my hopes up.
Or do you have another idea how to revive these?
https://pbs.twimg.com/media/EVuvl2uX...jpg&name=large
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Dopo anni di doloroso sviluppo Kitsune's Curse per Amstrad CPC č finalmente a disposizione dei giovani.
https://www.youtube.com/watch?v=Vykr3fZ2Y-Y
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Citazione:
Salve a tutti.
Uno dei giochi che sicuramente pių mi ha appassionato durante la mia giovinezza č stato H.E.R.O.
Per questo motivo, nel 2019, ho deciso di programmare un remake del gioco, anche se, purtroppo, solo per Windows e non per C64. Questa versione contiene livelli completamente nuovi, mentre ho cercato di mantenere grafica e audio fedeli all'originale. Se qualcuno di voi volesse rivivere le emozioni che il gioco ha sempre suscitato in me, potete scaricarlo da
https://lowcarb.itch.io/
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Citazione:
Originariamente Scritto da
Major Sludgebucket (ABS)
Rudy Hammer č un gioco italiano inedito dell'autore di Vardan e Dragon's Kingdom <cut>
Adesso ti odio perché ai nominato Dragon's Kingdom, che per una sorta di effetto domino mi ha riportato per caso a rileggere le vecchie "recensioni" di Postinopazzoide :facepalm:
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Citazione:
An initial look through the game The Lord of Dragonspire for the Commodore 64 (C64), developed by Icon64 and initially released as part of the Kickstarter for the 2020 Zzap!64 Annual. The game will receive a general release via Psytronik Software.
https://www.youtube.com/watch?v=UjyyBoD71r0
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Golem13 ha reso disponibile la demo del primo livello di Ghosts'n Goblins per Amstrad Plus 128K:
https://www.cpcwiki.eu/forum/games/ghosts'n-goblins-for-amstrad-plus-128k/
Il lavoro svolto č assolutamente impressionante, addirittura si puō scegliere se giocare la versione nostrata o la versione giapponese unitamente a molte altre opzioni.
Non vedo l'ora che rilasci la versione completa...