I've tried Busta and it plays fine,lacking a lot of polish though.I'm aware of Monster Buster but never tried it,I'm holding out for Acied's puzzle bobble.
Bust-A-Move / Puzzle Bobble clones
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- Joe Blade
- Posts: 220
- Joined: Sun May 04, 2014 1:42 am
- Location: Newfoundland, Canada
- Age: 49
I hope he adds paddle support for actual C64 hardware. Paddle support in such a game would be greatOmegaMax wrote:I've tried Busta and it plays fine,lacking a lot of polish though.I'm aware of Monster Buster but never tried it,I'm holding out for Acied's puzzle bobble.
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- William Wobbler
- Posts: 95
- Joined: Tue Apr 24, 2018 10:14 pm
- Location: Netherlands
- Age: 51
Yes paddles are supported .
As promised little preview
https://youtu.be/X8URFKAN-Qg
Still a lot to do....
As promised little preview
https://youtu.be/X8URFKAN-Qg
Still a lot to do....
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- William Wobbler
- Posts: 95
- Joined: Tue Apr 24, 2018 10:14 pm
- Location: Netherlands
- Age: 51
Hi,
Although I expect several weeks to completely finish the project.
I wanted to give some information what you can expect.
1st
Its a 100% replica of the puzzle bobble arcade version. in every aspect.
Because its a tribute to TAITO, Puzzle Bobble, and the C64,
the game will be freely available, without any commercial intend.
TAITO product will be respected as well as the Logo and trademark of TAITO
When the game is finished, I will release the source for other developers, to make clones, or other versions of it.
a lot will be exchangeable and I will try to document as much as possible.
The source will be accompanied with a tool to create 4/2/1 bit sample data, create sinus tables for the ball movement and other small items needed to change graphics etc.
The game, eye-candy and ear-candy:
The game will use high fidelity sfx's, and 4 bit samples
By playing sfx from patterns instead of regular sfx, we have obtained the best possible sfx for gaming.
If music is shut off, all 3 voices will be used for sfx, improving the sfx playback even more.
The game is bitmap based, and uses a lot of bitmap plotting routines.
This gives the advantage of using as much color as needed for the background and playfield.
Sprites are used for all small movements and extra animation overlay.
(not shown in the preview yet)
There will be a compettive part as, you can only use 9 coins to continue, not more. You cannot add coins while playing. Coins used will be registered and shown along the high scores
There will be a 2 player game avaiable as in the arcade.
All ball movements, joy/paddle reads are done 2x inside each frame, for each player. This ensures the best game interaction.
Furthermore,
It has a lot of graphical features.
Top/bottom border blanked out, filled with scores and round number.
Around 36 sprites on screen at any given moment, by multiplexing
Raster coloring
$3fff usage
Sprite/background combined animations.
So, still in progress, just a little more patience....
Cheers,
Although I expect several weeks to completely finish the project.
I wanted to give some information what you can expect.
1st
Its a 100% replica of the puzzle bobble arcade version. in every aspect.
Because its a tribute to TAITO, Puzzle Bobble, and the C64,
the game will be freely available, without any commercial intend.
TAITO product will be respected as well as the Logo and trademark of TAITO
When the game is finished, I will release the source for other developers, to make clones, or other versions of it.
a lot will be exchangeable and I will try to document as much as possible.
The source will be accompanied with a tool to create 4/2/1 bit sample data, create sinus tables for the ball movement and other small items needed to change graphics etc.
The game, eye-candy and ear-candy:
The game will use high fidelity sfx's, and 4 bit samples
By playing sfx from patterns instead of regular sfx, we have obtained the best possible sfx for gaming.
If music is shut off, all 3 voices will be used for sfx, improving the sfx playback even more.
The game is bitmap based, and uses a lot of bitmap plotting routines.
This gives the advantage of using as much color as needed for the background and playfield.
Sprites are used for all small movements and extra animation overlay.
(not shown in the preview yet)
There will be a compettive part as, you can only use 9 coins to continue, not more. You cannot add coins while playing. Coins used will be registered and shown along the high scores
There will be a 2 player game avaiable as in the arcade.
All ball movements, joy/paddle reads are done 2x inside each frame, for each player. This ensures the best game interaction.
Furthermore,
It has a lot of graphical features.
Top/bottom border blanked out, filled with scores and round number.
Around 36 sprites on screen at any given moment, by multiplexing
Raster coloring
$3fff usage
Sprite/background combined animations.
So, still in progress, just a little more patience....
Cheers,
- thomcbm64
- Rick Dangerous
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- merman
- Lemon64 Game Champion
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- Location: Skegness, UK Fave game: The Sentinel
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I've been lucky to play some of the beta versions, it's ace!
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merman1974 on Twitter, Steam, Xbox Live and Wii U
merman1974 on Twitter, Steam, Xbox Live and Wii U
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- William Wobbler
- Posts: 95
- Joined: Tue Apr 24, 2018 10:14 pm
- Location: Netherlands
- Age: 51
Some first graphics from HEND after the commie logo, couldn't wait to show this.
https://www.youtube.com/watch?v=CBxJ9OIzcAg
And the new title screen with extra in game animations and samples.
https://www.youtube.com/watch?v=fOetal09CUU
I got new tunes and sfx from NM156 to add... and more coming from HEND.
Really nice working with these enthoustiastic fellows !
The new title screen.... is still hidden....
https://www.youtube.com/watch?v=CBxJ9OIzcAg
And the new title screen with extra in game animations and samples.
https://www.youtube.com/watch?v=fOetal09CUU
I got new tunes and sfx from NM156 to add... and more coming from HEND.
Really nice working with these enthoustiastic fellows !
The new title screen.... is still hidden....
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