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Carnivius — C.P.C. screens

Published: 2008-12-28 19:00:07 +0000 UTC; Views: 5889; Favourites: 61; Downloads: 114
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Description More shots of Cosmic Prison Commando, the platform shooter using the palette and colors per screen of the 1984 Amstrad CPC range of 8 bit computers.

Yeah I think the angle of some of the gun in the loading screen image is a bit off and I'll fix that once I figure out how. The loading image will also have a background eventually. I started one but removed it for the demo.

16 colors in the shots (same 16 color palette all through the game, just used differently) plus 1 transparent seperating the screens.

There is a demo available though it's a bit buggy currently. Was done for the Retro Remakes contest 'We Like It Retro' category and I had flu on the last few days of the deadlines and broke some bits. Will continue on the game in the new year.
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Comments: 44

Disthron [2024-06-09 06:35:05 +0000 UTC]

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jweinrub [2014-07-26 13:35:51 +0000 UTC]

Great work there dude!

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Carnivius In reply to jweinrub [2014-07-26 14:55:47 +0000 UTC]

Thanks, though these are ancient screenshots from 2008.  Have uploaded newer ones in the last month or so.

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jweinrub In reply to Carnivius [2014-08-21 01:24:10 +0000 UTC]

Seen them too, they are awesome!

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Carnivius In reply to jweinrub [2014-08-21 06:19:24 +0000 UTC]

Thanks

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Unkn0wnArt1st [2010-07-19 00:26:00 +0000 UTC]

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Jivatma07 [2010-07-17 07:34:05 +0000 UTC]

Added to Favourites Looks very good ^^ .

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Carnivius In reply to Jivatma07 [2010-07-17 07:51:24 +0000 UTC]

ok good. hehe

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GauntNoir [2010-07-06 18:05:52 +0000 UTC]

I love it!

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SleepyTim [2009-12-20 12:16:57 +0000 UTC]

WOW... what exactly are the tools you used to do this project?

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Carnivius In reply to SleepyTim [2009-12-22 15:34:38 +0000 UTC]

pro motion 6 for pixelling, famitracker for music and game maker to make it a game.

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GauntNoir In reply to Carnivius [2010-07-06 18:06:18 +0000 UTC]

A lot of big info in this comment! Thanks!

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Carnivius In reply to GauntNoir [2010-07-06 18:19:39 +0000 UTC]

just noticed what I said wasn't strictly correct. Famitracker was used to make the music in my other game. I haven't got anyone to make music for this one so used AY tunes from 8 bit computer games I loved playing as a kid that I felt fitted this.

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SleepyTim In reply to Carnivius [2009-12-22 19:58:58 +0000 UTC]

oh... cool, thanx

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robotwo [2009-12-14 15:42:13 +0000 UTC]

Would be awesome to see this on the actual CPC hardware ,
god I miss my Amstrad

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Carnivius In reply to robotwo [2009-12-14 15:48:39 +0000 UTC]

It may happen though I'm not sure what cutbacks would need to be made. I was mainly going for the palette and resolution and not the actual cpu limitations. CPC coders are welcome to try port it on the original hardware if they want. If they can make it work on my 464 I'd be very impressed.

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robotwo In reply to Carnivius [2009-12-14 16:04:25 +0000 UTC]

I'm not very used to programming amstrad machines ,
So I don't think I can do that ...
Don't know if there's much of a homebrew community for amstrads

...Should be one though ,
since amstrad usually gives away the structure for their machines so people can develop products for it

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Carnivius In reply to robotwo [2009-12-14 16:06:53 +0000 UTC]

I know of a couple as I've been to CPC forums a few times. When I've got the game complete in it's PC runnable version then I'll email this guy I know and see if he wants to try it. I've got a couple other much simpler CPC things I can finish off and give to him to have a go at to even just as practice.

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XCBDH [2009-11-30 19:38:41 +0000 UTC]

Oh snap! That palette just zaps ya right back to the 90's man. I can totally picture this game sitting on the shelf next to Ristar and Bloodlines at my rental store!

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Carnivius In reply to XCBDH [2009-11-30 19:44:57 +0000 UTC]

Heh, I think those were later than I intended with this. This game is based on the tech of a 1984 8-bit computer. I still have the real machine and it still works flawlessly 25 years on.

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XCBDH In reply to Carnivius [2009-11-30 21:13:45 +0000 UTC]

Wow, they really don't make 'em like they used to do they?!

Yeah, I figured with such a cap on the colors and res you were going for something a bit older, but really, your stuff fits right in with that early 90's era if you ask me. I mean shoot, growing up, my bro and I only ever saw stuff that looked close to this good when we went to the arcades. Back home it was still Pitfall and Combat, man!

But y'know, I think it's in retrospect that we realize how much some of these developers coulda pushed their hardware if they had the time, and you prove that by rocking out what coulda been a graphical standard back in the 80's. Think of how games like Phantasy Star, Street Fighter, and Cabal coulda looked when they came out if you had been leadin' 'em on!

Of course, I guess we should also remember that the graphics tools available were different then too.

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8pixelshigh [2009-05-27 09:50:12 +0000 UTC]

Looks fantastic

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Carnivius In reply to 8pixelshigh [2009-05-27 10:27:20 +0000 UTC]

Thanks, I was just replaying the latest WIP version and it still feels pretty cool to play. Once I've got Hero - CF's demo out I'll return to this for a bit. Especially now I've learnt plenty more tricks (both games share a lot of code being platform shooters and all that)

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Metaru [2009-01-25 10:08:13 +0000 UTC]

the world really needs more sidescrolling platform shooters. everything is so overdone and complicated with all their fancy plots and sophisticated arguments when all we want is to kill bad guys and save the girl(wich hopefully is not an ilusion created by satan)

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Carnivius In reply to Metaru [2009-01-25 11:27:00 +0000 UTC]

'save the girl'

ah I knew something was missing from this. There is no girl.

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Metaru In reply to Carnivius [2009-01-25 13:17:38 +0000 UTC]

please, make her all 80's as posible. nothing encourages an hero to face unlimited dangers and innecesary risks than a girl cosplaying cindy lauper -but way more pretty and with some pretty cherry lips asking to be kissed-.

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Carnivius In reply to Metaru [2009-01-25 14:45:41 +0000 UTC]

ok that just caused a flashback of a horrible memory. Working in a bar years ago while some tuneless bint screeches 'girls just wanna have fun' on the karaoke...

I'll see what I can do anyways. Play about with the chunky pixels and see if I can get something good. Have to try and work her into the plot somehow. But yer right, the hero needs a lady to save.

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Metaru In reply to Carnivius [2009-01-26 19:55:17 +0000 UTC]

or even be saved by a girl.

you know how girls are taking stuff on their own hands nowdays being independient and badass.

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tokyoraider [2009-01-03 11:43:09 +0000 UTC]

i love this design

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Renegade-Hamster [2008-12-30 08:22:01 +0000 UTC]

If you reallign the magazine to be the same angle as the shaft of the gun, I think it will look fine.

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Aulbath [2008-12-29 18:58:13 +0000 UTC]

Love the visuals, even better when moving.

On the game I'd like to see slightly bigger hit-detection boxes. And when I die while jumping on the blue guys, I get stuck in nothingness when respawning

Apart from that, the game is ace... oldschool hard, but ace

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Carnivius In reply to Aulbath [2008-12-29 19:01:56 +0000 UTC]

Yeah I know about the buy when dying when jumping on the enemies.

Bigger hit detection boxes? On what? In most cases they're the same size as the sprites, except for rare exceptions. The shots use a small hitbox when checking the walls so that a large shot isn't stopped by clipping a wall. When checking for enemies the shots use their full size. When the player crouches, his hitbox is a lot smaller than normal. This is mainly done so you can properly duck certain shots.

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Aulbath In reply to Carnivius [2008-12-29 19:08:45 +0000 UTC]

Bigger hit boxes on the enemies of course ;D
They are hard to hit at times, and I am kinda used to stuff like Metal Slug these days where you don't have to aim as good as in CPC. Another fix might be reducing enemy hit-points, 2-3 shots for the first level enemies is a bit too much for my taste and gets boring fast. You see, all "classics" like Turrican, Contra or Metal Slug have the lesser gribblies die pretty quickly when blasterized.

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Carnivius In reply to Aulbath [2008-12-29 19:13:58 +0000 UTC]

I won't be making the enemy hitboxes any bigger. They are as big as the enemies themselves at present and the enemies ain't exactly small so I don't see why there's any problem actually hitting them. No one else seems to have had any trouble, and especially as you power up your gun, the blaster gets much bigger and the multiple has a wide spread there shouldn't be any trouble at all.

I toughened up the enemies mainly for the demo just to make it last a bit longer. In the full version the different colors of each enemies mean different levels of energy and abilitles.


I actually kinda detest the Metal Slug series. I find them pretty tedious with sluggish movement and extremely dull levels. Wins the award for most regurgitated graphics in sequels too.

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Aulbath In reply to Carnivius [2008-12-29 19:45:03 +0000 UTC]

It's not the big guys that are troublesome, but the small drones or whatever they are. I am not saying it's bad or anything, I wouldn't mind it being a bit more easy going on the player... then again, if you detest Metal Slug we are coming from two very different positions ;D

Still, it's awesome and feels very much like the stuff from back in the good old days Can't wait for the full version! (hopefully my gamepad works with the game then - it doesn't now)

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Carnivius In reply to Aulbath [2008-12-29 20:29:30 +0000 UTC]

gamepad doesn't work?

I thought I'd fixed all of that. If the ini file says it's 1 then it should work. I've tested it with playstation joypads, and pc joypads and a friend apparently tested it with an xbox360 pad.

ugh i hate making games. i just like doing the graphics.

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Aulbath In reply to Carnivius [2008-12-29 20:35:23 +0000 UTC]

Maybe I am just stupid, it's been a while since I had to fiddle with PC stuff. There are no INI-files on Amiga 500, you know ;D

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Carnivius In reply to Aulbath [2008-12-29 20:42:34 +0000 UTC]

Yeah well the options menu was supposed to work (and thus the ini file itself wouldn't have to be fiddled with manually) but I ran out of time for the deadline and it was a bitch to code it. It'll be working in the full game.

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Aulbath In reply to Carnivius [2008-12-29 20:48:25 +0000 UTC]

It's all cool, I love it anyways. I am thinking of plugging my computer to my TV, that should make for a pretty cool experience, along with good old MOD-music that should feel like the early 90ies

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Carnivius In reply to Aulbath [2008-12-29 21:41:58 +0000 UTC]

Yeah my PC is connected to my big tv. use it mainly for emulation purposes (I don't generally play pc games apart from indie stuff). I have dual x-arcade joysticks too for the extra arcade feel.

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Aulbath In reply to Carnivius [2008-12-31 11:37:36 +0000 UTC]

I mostly play oldschool stuff (DOS), and still trying to find time to complete the Witcher... I usually prefer sharp and pixelperfect screens to TV sets that somewhat blur the experience.

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Skull-X [2008-12-29 00:07:51 +0000 UTC]

The first one is totally bad ass

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Skiffles [2008-12-28 21:25:29 +0000 UTC]

That loading screen ranks up there with some of the most sexiest things I've ever seen.

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AIBoobPicsForSale [2008-12-28 20:37:43 +0000 UTC]

Man, it's looking so good - you can push 16 colors like no other.

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