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First post, by gabonator

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Hello guys,

I am working on HD remake of Titus the fox game. I have used "cicoparser" to convert the game from 8086 binary into javascript. It has still some issues - you cannot kill any enemy, but the game mechanics works nicely. I have exported the game map and sprites to create an image of whole level. I split this single map screen into three layers - stars, background, game map to create parallax effect. To make it nicer I have added some animations (sewer steam, lamp post glow). Since it is in HTML, it is very simple to add any extra effect (especially with mix-blend-mode css feature). I have also expanded the map view from 320x200 into 400x200 (still a little bit buggy with enemies suddently appearing) and also improved the experience with smooth scrolling.

Are there any graphics designers that would like to help me with the "upscaling" or completely redesigning the game maps? Or any composers/sound engineers that could re-render or re-compose the original amiga MOD songs (the PC adlib version is terrible)

Demo:
https://rawgit.valky.eu/gabonator/Projects/ma … bFox/index.html

Code and images:
https://github.com/gabonator/Projects/tree/ma … rrection/WebFox

Gabriel

Reply 2 of 12, by gabonator

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Just give it a try and we can make a competition which version will look best 😀 Here is a map of first level, it has 4096x592 pixels, which gives 256x37 sprites, 16x16px each. You can split it in as many layers as you want, and upscale it 4x to 16384x2368. I tried some online free upscaling service (https://icons8.com/upscaler) but the result was disappointing in some parts.

https://github.com/gabonator/Projects/blob/ma … rting/level.png

Reply 4 of 12, by Zup

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robertmo wrote on 2022-01-18, 12:03:

The best with such remakes is the ability to set resolution you like

I'm not sure... in most games, changing the viewable area also changes the difficulty.

I have traveled across the universe and through the years to find Her.
Sometimes going all the way is just a start...

I'm selling some stuff!

Reply 6 of 12, by rmay635703

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Zup wrote on 2022-01-18, 12:12:
robertmo wrote on 2022-01-18, 12:03:

The best with such remakes is the ability to set resolution you like

I'm not sure... in most games, changing the viewable area also changes the difficulty.

Considering anything near the active screen starts to move probably harder

Would need to fix the hit detection and the ability to lift objects to make the game fun

Reply 8 of 12, by Zup

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rmay635703 wrote on 2022-01-18, 21:04:

Considering anything near the active screen starts to move probably harder

Would need to fix the hit detection and the ability to lift objects to make the game fun

That's not what I tought, but it's interesting.

So now we have TWO things that modify the intended difficulty of the game:
- It the enemies start to move when viewed, having a bigger viewport will cause them to be "active" sooner than intended. Depending on enemies, the enemies will attack you way before they should, and after their attack (if you survive) they probably will be removed from game leading to an "empty" level. Note that other enemies (like some turtles in Super Mario Bros, I don't remember if they were enemies with the same behaviour in Titus) will advance until they fall on the nearest hole, removing themselves from the level without being a threat.
- On the other hand, if the enemies start to move when Titus is at a given distance from them, you will be able to see them before they move. That would lower the difficulty because you have plenty of time to plan your way and avoid the nastiest ones.

BTW, I liked the work done in Wonder Boy: The Dragon's Trap. They gave it a modern looking without altering the original, and gave you a way to play like the original.

I have traveled across the universe and through the years to find Her.
Sometimes going all the way is just a start...

I'm selling some stuff!

Reply 10 of 12, by Nexxen

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I loved this game.
All the weaknesses have already been reported.

Your effort can only get better. 😀

PC#1 Pentium 233 MMX - 98SE
PC#2 PIII-1Ghz - 98SE/W2K

Хард Басс for long soldering sessions.

Reply 12 of 12, by Eep386

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gabonator wrote on 2022-01-01, 12:02:

Are there any graphics designers that would like to help me with the "upscaling" or completely redesigning the game maps? Or any composers/sound engineers that could re-render or re-compose the original amiga MOD songs (the PC adlib version is terrible)

Odd as it sounds (no pun intended) I actually prefer the strange sounding Adlib version, mainly for the pitch and tempo. Bizarre, 'scratch' sounding instrumentation aside, the pitch and tempo actually sets a much better mood in my opinion. Perhaps an alternate soundtrack can be made as an option that matches the Adlib version's pitch and tempo? (Perhaps targeting those who had the DOS version of the game?)

A quick and dirty hack of the first level's song to give an idea as to what I'd ask for: (I'm definitely no musician, there's plenty that sounds weird)

Filename
titus_dos_clip.ogg
File size
1.53 MiB
Downloads
1 download
File license
Fair use/fair dealing exception

Life isn't long enough to re-enable every hidden option in every BIOS on every board... 🙁