Tanglewood Tech Demo 0.1.04

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BigEvilCorporation
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Tanglewood Tech Demo 0.1.04

Post by BigEvilCorporation » Sun Aug 21, 2016 12:47 pm

Hello, spritesmind family!

Update: Tech Demo 0.1.04: http://www.mediafire.com/file/as5beiw70 ... NGLEWD.BIN

My homebrew project, Tanglewood, has just reached its first development milestone, and I've released a two-level tech demo showing of its basic features: http://www.tanglewoodgame.com/forum/vie ... p?f=5&t=11

I've been sharing this link all over the place but since my game was born and raised on SpritesMind and AssemblerGames, I felt a more personal touch would be appropriate. If you track back through my post history, you'll find my very first request for helping moving one register to another!

I won't be sharing any code yet since you'll all laugh. Parts of this engine date back to when I was learning 68000 and are in dire need of a rewrite, now that I know what I'm doing.

Thank you immensely for everyone who has helped me get this project off the ground.

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Matt
Last edited by BigEvilCorporation on Fri Apr 21, 2017 11:33 pm, edited 4 times in total.
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

alko
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Re: Tanglewood Tech Demo 0.0.11

Post by alko » Sun Aug 21, 2016 7:44 pm

too slow animation (imho), and ragged contour's on sprites,and background too contrasty.

but in general - not bad.
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haroldoop
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Re: Tanglewood Tech Demo 0.0.11

Post by haroldoop » Sun Aug 21, 2016 9:21 pm

Pretty interesting concept.

BigEvilCorporation
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Re: Tanglewood Tech Demo 0.0.11

Post by BigEvilCorporation » Mon Aug 22, 2016 10:39 am

Yeah the background was a rush job done by a non-artist (me) by taking the foreground tiles, scaling them by half, then silhouetting them using an existing colour in the palette. It's good enough for the demo but I'll leave it up to a real artist to redraw it properly and dedicate some colours.

I tweaked the acceleration/velocity values recently to make gameplay more fluid but didn't update the anim values to match, that's easily fixed.
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

Stef
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Re: Tanglewood Tech Demo 0.0.11

Post by Stef » Mon Aug 22, 2016 9:09 pm

I think the concept is quite interesting, a lot of stuff i already done, the engine by itself (slop / collision ...) is quite impressive :)
I do like the hero style and the difference power he can have. Indeed i think having smoother gameplay will make the game better ;)

Mask of Destiny
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Re: Tanglewood Tech Demo 0.0.11

Post by Mask of Destiny » Tue Aug 23, 2016 6:29 am

I found the animations to be quite nice: especially the one in which the character was pushing the little ball along. As others have said, movement felt a bit sluggish.

Vetea
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Re: Tanglewood Tech Demo 0.0.11

Post by Vetea » Tue Aug 23, 2016 2:02 pm

Hi BigEvil !

It's a quite nice project ... Great Artwork and great technic.
I really like it.
It's a work progress, so ... good luck, you are in the good way !

And, thanks to you website, I learn some 68K base ASM with your wonderful tips. ;)
Cheers,
Vetea

cero
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Re: Tanglewood Tech Demo 0.0.11

Post by cero » Tue Aug 23, 2016 5:05 pm

You should include a couple images in announcement posts, it's good PR.

BigEvilCorporation
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Re: Tanglewood Tech Demo 0.0.11

Post by BigEvilCorporation » Wed Aug 24, 2016 12:02 pm

cero wrote:You should include a couple images in announcement posts, it's good PR.
I guess you're right! I'll add some.
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

BigEvilCorporation
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Re: Tanglewood Tech Demo 0.0.11

Post by BigEvilCorporation » Wed Aug 24, 2016 12:08 pm

Another issue was that it was difficult to see platforms at night, so we've added a glowing moss coating to tree branches:

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Lots more improvements coming over the next few weeks. I've tweaked velocities and accelerations, animation speeds, added support for two-layer collision data (so you can run alongside flues, but also jump to head down them - also means I can take the avoidance logic out of the Djakk monster AI), some new background tests (with less contrasting colours), test levels for new puzzles, improved firefly pickups, and more.
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

BigEvilCorporation
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Re: Tanglewood Tech Demo 0.0.11

Post by BigEvilCorporation » Sat Sep 10, 2016 12:51 am

I've got a playthrough video containing all the improvements mentioned above, more info here: http://www.tanglewoodgame.com/forum/vie ... p?f=6&t=13

I'll release the ROM soon, after I've made some fixes :)
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

SegaTim
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Re: Tanglewood Tech Demo 0.0.11

Post by SegaTim » Sat Sep 10, 2016 9:08 am

Good game! A very different style of Platformer mixed in with Logic elements. Think The Jungle Book meets Pocahontas.

Matej
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Re: Tanglewood Tech Demo 0.0.11

Post by Matej » Mon Sep 12, 2016 9:12 pm

Beautiful game! That monster reminds me Another World on Atari ST!

BigEvilCorporation
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Re: Tanglewood Tech Demo 0.0.14

Post by BigEvilCorporation » Wed Oct 12, 2016 10:02 pm

Tech Demo 0.0.14 released! http://www.tanglewoodgame.com/forum/vie ... p?f=5&t=16

Changes since 0.0.12:

- Level 1 Act 3 first draft (Djakk chase) (see it in action here: https://www.youtube.com/watch?v=SEXtVvwVO-8)
- Checkpoints!
- New tree branch tileset, with glowing green moss to help visibility at night
- Improved background colour palette (less contrast with foreground)
- New raised platforms with cliff edges (replaces blocking poles)
- New layout of intro scene
- New firefly pickup sprites
- Hidden firefly areas (most require glide ability)
- WIP Nymn fall animation
- Increased player acceleration and top velocity
- Increased player run anim speed
- Covered flues with solid terrain (to avoid Djakk monsters falling down them), and introduced concept of terrain "holes" (to let Fuzzls fall through, and player through only when jumping down)
- Removed some signposts from Gamescom demo (tile count too high, will reimplement)
- Pause screen with firefly count
- Improved Djakk A.I., tweaked player lost time, changes to behaviour tree for L1A3
- Fixed Djakk bite killing player even if escaped
- Fixed Djakk walk speed in search state
- Fixed palette copy error when spamming Time Slow ability
- Fixed Time Slow ability getting stuck on if using a yellow Fuzzl
- Fixed player falling through water in L1A2
- Fixed disappearing green Fuzzl in L1A2
- Fixed screen faders, increased fade speed of ident logos/disclaimers
- Fixed sprites disappearing after prolonged play (HINT clock ticks over to upper word of DMA address)
- Big performance pass (no more slowdown around many fireflies on real hardware)
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

BigEvilCorporation
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Re: Tanglewood Tech Demo 0.1.04

Post by BigEvilCorporation » Fri Apr 21, 2017 11:32 pm

Big update: Tech Demo 0.1.04 released!

http://www.mediafire.com/file/as5beiw70 ... NGLEWD.BIN

More info on our Kickstarter update: https://www.kickstarter.com/projects/63 ... ts/1865664

The changelist is absolutely massive so I'll spare you the wall of text. How about some screenshots instead?

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As usual, I'm open to feedback of any kind :)
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

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