VirtuaSoft's screen 13h graphics library, Dash, is still under production. Dash
has recently been split into two separate libraries: Dash and DashX. Dash is for
all those games that need nothing more than the generic subs like sprites, poke,
pcopy, pset, etc. DashX is for those games that are implementing sprite scaling,
menu borders, translucency (more about that later), and mouse interface.
So, what are the benefits of having one over the other? Well, Dash takes
about 75% of the memory DashX takes, so for those programs that need that
extra 3 Kb (heh), they may benefit from the standard Dash. Also, Dash is finished
- as far as I know - so I've released all the source. This way, people can edit it,
learn from it, or whatever. DashX is not finished (check that huge list of "to dos"
on my site), so the source isn't with it, yet. This means the code for sprite scaling,
translucency, etc. will remain "confidential" until DashX is done.
How about the new subs... DashX has a new sub: translucency (not uploaded
as of Aug. 29th). This sub works with any gradient palette with 32 shades per color.
Now everyone can have menus like that in Eldim. :) Dash has a new delay sub
that works in 1/60s increments.
For more info on Dash, go to VirtuaSoft.
The Mystical Journey
TMJ has seen some major updates in the past few weeks. Three of the most
notable are music (!), a new magic, new fight backgrounds. The some of the music
in it is just temporary. It will be replaced as soon as more appropriate pieces are
found for it. (Keep up the good work, Kevin Kohler. Check out Tanden Cave.)
The new magic is a summon spell with a fire breathing dragon. In the near future,
the Perseas meteor shower should see its own spell, too. The new fight
backgrounds no longer have the debabelized-palette errors that left grays in the
screen. Every current background (and some that can't be reached yet...) has
been redone if it had that problem. (Only the desert background remains.)
In the upcoming weeks, TMJ should have some new levels, an expansion to
the story line, and multiple characters in a party (!).
For more info on TMJ, go to VirtuaSoft.
VirtuaSoft's newest project (only an idea now) will be an upward scrolling
shooter - similar to 1942 or Thundercade - that uses DashX. Nothing specific has
been planned, yet, for this game, except that it will use DashX's translucency sub
to make cloud layers in the foreground and it will be pixel scrolling with mouse
interface. It will also use DashX's sprite scaling to make it 3d!!!! As soon as the
production starts, you know where to check. :)
Sonic Blue has been working hard on Space-a-roo 2. He now has
parallax scrolling in it (courtesy of a custom DashX sub), pre-rendered sprites,
and a free-roaming "terrain."
For more info on SonicBlue's project, go visit SonicBlue (or you could just
get SAR2 from under "Demo of the Month").
19Day's MazeRPG has really taken off in the last month. It now has
pix*tile-scrolling, music (off and on heh), and the TLK engine. In the next few
weeks, he is hoping to get the second village done and have a demo of the
For more info on 19Day's project, go visit 19Day.
Wrath of Sona
Kaddash's RPG, WOS, has seen some major updates in the past month.
The newest release, v.16, is the first non-VirtuaSoft game to demo the Dash
library (SAR2 will be the second). With Dash, Nekro has been able to change
from tile-scrolling to pix*tile-scrolling (variable speed). Several villages have
also been added to it, and the music has been changed for the map screen. WOS
is definitely a game to "keep your eyes on."
For more info on Nekrophidius's project, go visit Kaddash.
Killian has recently begun work on a remake of the Legend of Zelda. Here
is what he has to say about his project:
Ever wanted to see a clone to the Legend of Zelda for QBASIC
but never thought it'd happen? Well, your prayers have been answered.
The Zelda Clone for QB is already being worked on. The full version
of this clone will contain the original Zelda music, the entire game
exactly as it was when you used to play it on your old Nintendo, some
secret areas and other interesting features that will enhance gameplay
added by Killian and Jorden Chamid. Also, I hope to put in the final
version of the game the map editor used to make all the levels and a
way to put a bunch of maps together to form you own worlds. Then you
could have an infinite amount of replay value. It would definitely put
Wetspot ]['s 'replay' value to shame. Who cares about pushing blocks
around on a bunch of maps when you could build an entire adventure
with your favorite Nintendo character...Link! So far, the walking
engine and most of the map editor have been completed. Currently,
being worked on are the scrolling engine (almost done) and
collision detection. If you think you can assist with this game at all
please e-mail Killian at firstname.lastname@example.org telling me what you
For more info, check Killian's
Yin Yang Productions is beginning work on an RPG called BAQuest. The
shoreline is in the works, but (from what little I know so far) the graphics are
in the works. There are currently six characters planned for it: Tyrell (the
main character), Banany (the banana girl), Bethany, Natasha, Misty, and Franky.
Each character will have unique weapons and abilities, so this should make for
interesting game-play. I'll keep you up-to-date on any more info into the
production of BAQuest.
For more info, check Yin Yang Productions .
Ha! Just kidding! Well, I guess that was a pretty pathetic joke...