September 2014
Roberto
Ricioppo brings us yet another of his SEUCK game titles. This time, it
is Supertablet. A game in which you are a good tablet, which has to
wipe out all the bad tablets. As usual the music is supplied by
Roberto. Have fun

Supertablet
It's
SHMUPTEMBER, and a new C64 game created using SEUCK has been released.
Not on the TND web site BTW, but it will be TND related. Anthony
Stiller has written a SEUCK game inspired by 1942/1943, but set in the
prehistoric times. Sophwiths and Pterrordons. A vertical scrolling
arcade game, in which you control a plane and have to blast flying
dinosaurs. The game consists of nice graphics, and fun game play. Other
news is that there is an enhanced version of this game planned for
Reset magazine's Mix-I-Disk (E-Cover disk) in which will feature a new
status panel and music by yours truly. No hard hitting trancey stuff
this time ;)
To find out more about Anthony's blaster (and for a taster of the raw version of the game) check out:
http://www.ausretrogamer.com/c64-shmuptember-action
New SEUCK Game: Wheel Space by Roberto Ricioppo
Roberto
Ricioppo has yet again released another SEUCK game ... Back to blasting
the aliens again. Wheel Space is a little game in which you have to
guide your wheel through deep space and blast out the alien ships, in
order to progress further into finding the major cause for the invasion.

Wheel Space
Quick update announcement on projects X-Force and Honey Bee
Things
may have been pretty quiet on the TND blog, but I can announce on this
news page a quick update on progress with Honey Bee and X-Force game
projects, and how I plan to release those two games.
X-FORCE
This
is my main game project which I am currently working on at the moment.
Saul Cross has been working on the graphics for the game, but I am
still waiting for the level maps from Saul Himself. At the moment, it
may take a while for the finalized maps, due to other circumstances
beyond Saul's control. You may have already seen a video of the game,
which features the very first level and my test of all of the enemies
(Which all won't feature in level one), if you haven't seen it, then
you can find the video at tnd64.blogspot.com :)
Not much code
needs to be done for the main game engine, as everything is practically
done code wise. I am working away on setting up the aliens and their
behavior patterns by manually creating the byte tables for the enemies.
I was intending to have 16 levels for this game, but it could all
change, depending on memory usage. If not enough memory is available
for fitting this game as a single file, then I might consider to make a
multi-load version of this game. The game is planned to be released in
October on Commodore Format Archive's Power Pack 63 project at
www.commodoreformatarchive.com :)
HONEY BEE
Poor
Wayne, he designs a game project and then nothing happens, except for
previews, and hard hitting comments on his graphics. The last game,
'Honey Bee' unfortunately feel through exactly the same trap here.
There was an older release which Prime Suspect was working on. Progress
was pretty good, but sadly a fatal computer crash had destroyed the
entire code for the project. This made him decide to give up HB
completely. Kenz later got in touch and asked me if I'd be interested
in working on the project. I received the files, looked at the levels
and I decided to work on an overhaul of the game project. Ste86 worked
on level mockup designs, and I worked rough level designs, with Multi
Screen Construction Kit. Then I jumped on to the main programming.
Honey Bee did have existing music, which will be used. Also a loading
picture, but for a 16KB cartridge game, I doubt I'll be able to fit
that one in, but will do for the .D64 and .TAP versions around about
Christmas time - should the game be finished by then.
Well,
progress of this project is still under 50%, and I have been all over
the place, trying to find a way to fit Steve's new single graphic
charsets into the game. It took me months to find a solution. Without
one, it really de-motivated me to go any further with the project.
Thankfully a solution has now been found. The latest version of
Endurion's ElementEditor is going to be used to build various
background blocks and also build the level screens. Some of the objects
won't look the same as in Steve's mockup shots, but will get close as
possible to it. I also added a few charsets of my own, the white
fences, the waterfall (done in style by request from Wayne). I'll
need to make some holes, so that it looks as if water is spouting out
of the walls. Wayne also wants some City levels involved as well
(blocks of flats). The new game engine code is near to completion. It
is just setting up the enemies, and the speed, and direction they can
move.
I am hoping to get Honey Bee released for the 16KB
cartridge competition, near to the end of November. However I cannot
guarantee that it will be ready for the 16KB)
August 2014