Update: In the demo frame, I customized the Text Blitter of Chris Burrows with the classic arcade font. But I can't find the event line to align correctly the text (all the characters should remain inside every single square of 8x8 pixels).
TEXT_BLITTER_ARCADE_SNAPSHOT.jpg
Download the Text Blitter Engine example customized with arcade classic font to fix, here!
Partial update: added new final boss on stage 07: ice monster, similar to that of Wonder Boy III Sega, but the pieces of ice it launches, instead of swelling, split in two parts like the asteroids of Asteroids Atari.
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Beat em up feature temporarily disabled. Only platform features and shoot em up are active.
Two small improvements:
Shoot sound effects added. I took the ones available in the default ClickTeam Fusion package, except the basic shoot effect, which I took it from Stern's Berzerk, one of my favorite shoot sound effects! (To be improved these because the sound effects do not always match the events).
Now, to test the playability setup, in the selection screen, press the 1 or 2 keyboard key to select character (start one or two players button), and no longer the jump button, like a decent arcade character selection frame!
Here for friends!
Another small update for the friends who are following my project:
I'm inserting the Street Fighter II font in full (it would be nice to find the truetype version that can be installed in the system, it's strange that nobody made it, the truetype fonts of the most mythical games of the 80s-90s were create!) to make the game always more like one developed with the Capcom Play 1!
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I am entering the characters using this fantastic site:
ARCADE FONT WRITER
!
Another of my madness completed: the Capcom character has been added to the entire game!
You are so dedicated, it's coming along nicely.
Aenever: Sooner or later I'll make it! But unfortunately the project is still in the middle. Meanwhile, I continue to share it in open source. (I hope the coronavirus does not catch me because there is still a lot of work to do and many things to discover in programming, to make it a real coin-op arcade game!).
There are, however, things that can serve others who like to create games like that, if you can also peek into the events and if you can see to improve something (for example, the collisions that happen at a distance using the Physics platform movement (the spit of the zombies in stage 5 !!!), the jump using only the lever and not the separate button etc. etc. In the library frame there are drafts of the sprites as to how they should be ...
The keys for the test are n = next frame, j = disable collision, K = next stage.
In another section of the forum I read that the new Build 292.22 will be released soon, this means that it will facilitate even more the use of ClickTeam Fusion 2.5. However, those who created this utility are really great! Thanks to them we can exhaust all the desires of the aspiring game desiner both next generation and retro! Thanks to the CTF facility, we can also fantasize, and sometimes as I develop this game I dream of creating it with ClickTeam Fusion 2.5 installed on a Sharp X68000 (CPS 1 is a custom X68k)!
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