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New C64 games: Magess of Midgard and Wyvern

 
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Richard of TND
C64 Games Programmer
C64 Games Programmer


Joined: 11 Feb 2002
Age: 34
Posts: 3156

PostPosted: Sat Jan 14, 2012 12:02 pm    Post subject: New C64 games: Magess of Midgard and Wyvern Reply with quote

We are happy to bring you a SEUCK game with some addition programming added to it. We are very pleased to present you:

The Magess of Midgard by Anthony Burns



This is a game in which you have to defend your city of Caer Del Taryn from the invaders using your target to plant spells that will wipe the baddies out. Simply move your target on to the map and wait for the spell to cast. During the battle of Caer Del Taryn, enemies will leave you treasure. Those will appear in the map. Collect 5 pieces of treasure to be able to cast a smart bomb (where the side border will turn red). Press RETURN to activate the bomb. Once activated, you will need to collect another 5 treasure to build another one.

Direct download (all files) is here:
Magess_of_Midgard.zip

or visit CSDB to download a .D64, .TAP or Tape Mastering disk separately.

We also have:

Wyvern by Christian Siege


You are a dragon who has been kidnapped by an evil lord. You have been held captive in his castle. You break out and make a bid for escape, but other enemies are out there to stop you. Can Wyvern make his escape from the evil Dragon Lord's castle, or will he be trapped forever?

Direct download: Wyvern.zip
Visit: CSDB.

We do hope you enjoy both of those games Smile
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Frank_gasking
Master of C64
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Joined: 04 May 2002
Posts: 1402
Location: Kent, England

PostPosted: Sat Jan 14, 2012 8:18 pm    Post subject: Reply with quote

Two very cool SEUCK efforts!

I was in particular impressed with The Magess of Midgard ... very much thinking out of the box with the hi-res map and trick with the 2 players to get the effect achieved. Yet another style of game achieved with the tool!
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Anthony Burns
Groupie in Training
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Joined: 21 Mar 2010
Posts: 62
Location: Cardiff

PostPosted: Sat Jan 14, 2012 10:48 pm    Post subject: Reply with quote

Thanks for the good review. Smile The raw version was pretty clunky (I had to put in text prompts for the player to switch joysticks, and killer backgrounds to stop cheating, and the game did not automatically reset after the city lost all its lives), so this was very much a case of pushing SEUCK at least to the verge of its sensible limitations ... Thankfully, Richard's enhancements have made it a much smoother, retro arcade-like experience. Smile It was originally going to be a much more Missile Command style game, but for reasons I forget my old obsession with Tolkien revived and it became "The Two Towers - The Arcade Game", more or less.
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sledge
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Joined: 09 Sep 2004
Posts: 451
Location: Sweden

PostPosted: Sat Jan 14, 2012 10:58 pm    Post subject: Re: New C64 games: Magess of Midgard and Wyvern Reply with quote

So cool to bring SEUCK to a level that you not really notice it's been used. Impressive work indeed.

Greets,

Thomas
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Anthony Burns
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Joined: 21 Mar 2010
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Location: Cardiff

PostPosted: Sun Jan 15, 2012 12:14 am    Post subject: Reply with quote

Of course, even with enhancements, the SEUCK engine always leaves its tell-tale signs, but finding new ways to work within its limitations (which usually involves, in my case, suddenly having a crazy idea and thinking "how can I get that to work in SEUCK?") is the very creative joy of it. Smile There aren't many equivalents: I know I could make better games in Visual Basic, without any such strict limitations, if I was prepared to put the effort in, but it's the very sense of challenging the limitations that keeps SEUCK alive even after 25 years (slightly scary thought ...).
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Mase
C64 Enthusiast
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Joined: 05 Jul 2011
Posts: 620
Location: Sunny Donny, up t' north, UK

PostPosted: Sun Jan 15, 2012 1:23 pm    Post subject: Reply with quote

Frank_gasking wrote:
Yet another style of game achieved with the tool!

I thought it had elements of a God game like Populous or something, how it takes the approach of a deity type figure looking down on their subjects and protecting them.

Anthony Burns wrote:
Of course, even with enhancements, the SEUCK engine always leaves its tell-tale signs, but finding new ways to work within its limitations (which usually involves, in my case, suddenly having a crazy idea and thinking "how can I get that to work in SEUCK?") is the very creative joy of it. Smile

It's those crazy ideas that set games apart from the norm. It's a bit like 'Penn & Teller's Fool Us' for me where they get magicians to perform an act, and then they have to work out how the hell they did that!, but in SEUCK form Smile I tend to always suss it. But it's great that Richard's there to fall back on to make some of the "crazy" ideas completely sane.

Wyvern's pretty good too, I think the graphics are it's strong point. The gameplay is a little basic for my tastes, it would have been good to see that game push some boundries too. I thought Christian's Action Def game was really interesting, how it used sprites to create moving platforms, strange how he didn't employ some similar tricks for this game, he should do more of that, but hey-ho it's a fine effort.
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Anthony Burns
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PostPosted: Sun Jan 15, 2012 8:09 pm    Post subject: Reply with quote

I enjoyed what I have seen of Wyvern, but will need to cheat my way through it if I am ever to see any more than the first few screens ... The combination of a single (and rather erratic) bullet, narrow corridors, and very few lives makes for a stern challenge.

A SEUCK God game ... LOL, or words to that effect. Wink I did occasionally think of Age of Empires and Stronghold (a lesser-known D&D "Sim City" game, but one of my all-time favourites) as I was making Magess, but tried to concentrate on simpler arcade-style battle games as my inspirations, to avoid frustration, though Richard's smart bomb was a great addition, as it adds an element of strategy and means you are not always casting the very same spell. I would love to take the basic premise of my SEUCK games into a more flexible medium, to expand the possibilities (though I can't program worth a damn in anything other than VB5, so no promises, alas).
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CFS/CCS
Newbie


Joined: 11 May 2012
Age: 35
Posts: 12
Location: Vilseck, Bavaria

PostPosted: Fri May 11, 2012 10:45 pm    Post subject: Reply with quote

@ retroid: I know this comes quite late but I just joined this board Smile Wyvern is 3 years older than Action Def. After drawing some gfx without any idea of a game I added some rather lame gameplay. Anyway, each SEUCK game is the same unless you add your own code but I still love it Smile
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Oge_user
Grandmaster of C64
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Joined: 14 Jul 2002
Posts: 1791
Location: Italy

PostPosted: Sat May 12, 2012 1:20 pm    Post subject: Reply with quote

It would be great to enrich Wyvern with a cool intro screen, something like a small logo and the already written text with a non-Seuck font. Very good games, BTW Smile


Cheers,
Oge
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Richard of TND
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PostPosted: Thu May 17, 2012 6:35 pm    Post subject: Reply with quote

A sequel has been made by Christian. Wyverns Smile



I have uploaded the game to this page. If you like to try it out Wink
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I love C64 tape loaders and try to come up with new fun things using them. Smile
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didi_lxt
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Joined: 04 May 2012
Posts: 87

PostPosted: Sun Jun 24, 2012 10:09 am    Post subject: Reply with quote

Trained versions of Wyvern
http://noname.c64.org/csdb/release/?id=109508

and Wyverns
http://noname.c64.org/csdb/release/?id=109509

available on CSDb.
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