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Completion Estimate: 69% Genre: Sidescroller, Platform Project Volume: 6MB Project Start: 2001 History: Change Log Level Design: 40% 70% 90% 80% 98% 10% 20% Side Draft is a game that takes place in India millions of years ago... yet severl decades in the future from today. A man from another dimension of Earth at a more present time is teleported to Indian during this time and comes across other humans among the Dinosaurs he encounters. More information to come. The Hunted and The Hunter |
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Completion Estimate: 30% Genre: Sidescroller, Platform Project Volume: 6MB Project Start: 2008 History: Change Log Steel Cell is a sidescrolling game that makes full use of the sprite drawing commands in MegaZeux. The characters are large and detailed to the pixel and with a gradation of colour per char to help create the illustration of three-dimentional form. My original intension with this game is to experiment with ambient lighting and colour. Rather than making all visible flesh, browns, orange or pink I decided to create an overall colour range based on a green tint to the environment. This green tint would than effect all sprites and objects on screen. I plan to do more tests with light flicker and possibly lightening. Concept for Scaling |
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Completion Estimate: 54% Genre: RPG Project Volume: 32MB Project Start: 2007 History: Change Log Level Design: 30% 50% 60% 60% 85% 20% 30% Tardnation is a game inspired by the ridiculous cameo games of the members of the digitalmzx forums. I decided to create an adventure RPG using this rooster of personalities. This is a game that has suffered quite a lot because I put a bit too much expectations into and make it far more complex than originally intended. |
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Completion Estimate: 73% Genre: RPG Project Volume: 1MB Project Start: 2006 History: Change Log Level Design: 79% 72% 86% 80% 98% 40% 31% Megazeux World is an RPG that uses the appearance and functionality of the default built-in enemies, items and terrains from MegaZeux and ZZT. With dumbed down graphics I was hoping this would be the key to actually releasing something in this decade. Lion Encounter |
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Completion Estimate: 51% Genre: WWII SIM Project Volume: 1MB Project Start: 2002 History: Change Log Level Design: 59% 70% 80% 50% 99% 1% 5% Blood in Berlin is a WWII game. This is an unfinished game that will be quite violent. |
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Completion Estimate: 51% Genre: Stealth Project Volume: 4MB Project Start: 2002 History: Change Log Level Design: 80% 70% 80% 50% 80% 5% 5% This is a stealth ninja assassin game. You can swim, climb, crawl and roll. This game is also multiplayer which makes use of the multiplayer split-screen utility I made several years ago. Small Viewport for Exploration |
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Completion Estimate: 75% Genre: Sidescroller, Platform Project Volume: 3MB Project Start: 2002 History: Change Log This is the sequel to Jet Pack Man. In this game you have a lot more space to roam around and explore. There is an exit to each stage and you have to find all gems before that door can open. |
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Completion Estimate: 52% Genre: Sidescroller, Platform Project Volume: 26MB Project Start: 2001 History: Change Log Current Progress: Level Design: 30% 60% 90% 20% 85% 40% 11% Super Mario for MegaZeux is the longest MegaZeux project I've been working on straight since 1999. It has developed and evolved quite a lot over the years. It took years for me to get Super Mario and the enemies to closely resemble those of the original Nintendo games. Originally I took a ditched approach, then decided to combined many methods of pixel placements by free handing them from sprite references first by drawing different concepts on graph paper. The Nintendo characters and Super Nintendo characters did not fit within the character table's individual character heights' limit; they were off by merely one row of pixels. I had to actually free-hand and eye-ball some changes to each and every character to make sure they proportionally looked correct. The characters came out very good at this stage but to fully complete the look and add a bit more contrast to the characters, I assigned various foreground and background colours to a few of each character's connecting parts. The majority of the characters, would use a white/transparent background. Unfortunately, since SM4MZX uses 1-bit graphics and not any of the new additional graphic modes that MegaZeux now provides, I was unable to place any other background colour or texture but for white for every level. Using any other colour would show through each character. Assigning them a white background would make them look blocky, so each level had to be designed in such a way where the characters would only move about in front of a white background. Originally the levels looked quite bland with just white backgrounds, so I decided to add trees as overlays and add some grass on the ground as customfloors to add some depth and colour to the scene. Essentially I had to paint each level with the combination of very complex pixel meshed and carefully coloured objects to in some way make the game as eye-popping as the original Nintendo graphics. In some elements of the design I attempted to even exceed the visuals of the Nintendo Super Mario series by introducing new customized scenery such as the plants and ground. The coding for each element of this game is incredibly complex and took many years of finessing and briefly collaborating with various other MZX programmers. By combining all the useful bits of knowledge from everyone and a very long process of trial and error the game is nearing a playable standard that I hope can soon be the final engine for the game. By this point, I can easily create new stages and worlds and get this project finally off my chest.... over a decade in the making. |
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Completion Estimate: 84% Genre: RPG Project Volume: 6MB Project Start: 2001 History: Change Log Current Progress: Battle Engine: 92% 80% 12% 92% 50% 11% 24% While working on Super Mario for MZX and playing around with attempting to clone the same graphics of the Nintendo series into MZX, I was then inspired to attempt other games as well. I started a short Kirby test at one point and then scrapped it. Following the Kirby game test came Dragon Warrior. I realized that most of the elements in the first Dragon Warrior for Nintendo had barely any animations. This encouraged me to attempt to clone the game entirely. Due to character limitations in the 256 character pallet, many enemy encounters could not be replicated. So I decided I'd make the game a different chapter in the Dragon Warrior series or an alternate story. The story never really did get developed, but I still continue to this day to poke at the coding and graphics in hopes to complete it some time soon. Though I know and everyone else, I'm sure, knows for a fact that this won't be the case. But I am hopeful. Title Screen and Overworld ![]() |
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Completion Estimate: 42% Genre: RPG Project Volume: 6MB Project Start: 1999 History: Change Log Current Progress: Enemy Programming: 70% 15% 22% 10% 80% 20% 28% The first game I ever attempted to make was actually a Zelda remake. It was actually quite hideous and was constructed with mostly the built-in powerups and enemies you'd find within the MZX editor. After leaving it for years I decided to pick it up and actually try to make it more like its Nintendo predecessor. Unlike the other Nintendo clone MegaZeux games of mine, this one I decided to keep at 1x1 (the default player size). |
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Completion Estimate: 77% Genre: Sidescroller, Platform Project Volume: 10MB Project Start: 2008 History: Change Log Current Progress: Boss Programming: 40% 60% 22% 96% 10% Mega-Man Omega is a 1x1 clone game of the original Mega-Man classic series for Nintendo. However it features completely new bosses and stages. First Level Test based off of MM1 for NES |
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Completion Estimate: Discontinued Genre: Sidescroller Project Volume: 2MB Project Start: 2001 History: Change Log Mega-Man MZX was yet another attempt to replicate a Nintendo game to the very pixels so that it plays at the same size. The engine for this game became very difficult to work with. I have since left the project for now... not sure if I'll start it up again. |
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Completion Estimate: Discontinued Genre: Sidescroller, Platform Project Volume: 2MB Project Start: 2003 History: Change Log This was another attempt to recreate existing artwork into MegaZeux. I didn't do much work on its coding so it was not playable. Tweeter was able to fly around, but that was pretty much it. Platform Test with Sprites |
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Completion Estimate: 44% Genre: RPG Project Volume: 3MB Project Start: 2000 History: Change Log Plays much like the Heros of Might and Magic series for the PC. You can have up to 6 players, computer or even your friends. |
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Completion Estimate: Discontinued Genre: Stealth Project Volume: 1MB Project Start: 2010 History: Change Log Taking after the movie series of "SCREAM" you are a killer using the same costume and techniques the killers did in the movie series to kill their victims. You must go around cutting the phone lines of your victims and taking them out without the neighbors hearing and making sure they don't escape nor alert the police. |
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Completion Estimate: Discontinued Genre: Action Project Volume: 2MB Project Start: 2010 History: Change Log This is an attempt to remake the Max Payne Playstation game into MegaZeux. You have a similar health system and the ability to slow time. All the original music is featured in this game as well. |
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Completion Estimate: 90% Genre: Sidescroller, Platform Project Volume: 10MB Project Start: 2000 History: Change Log Current Progress: Player Programming: 98% 85% 91% 60% 70% This game is much like Worms Armageddon, only its not turn-based. |
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Completion Estimate: Discontinued Genre: Strategy, RPG Project Volume: 14MB Project Start: 2001 History: Change Log This is an attempt to bring Starcraft into MegaZeux. There were a few other attempts I made over the years but I have scrapped them since. I recently started fixing up some of the code to prepare for the possibility of creating more units. |
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Completion Estimate: 50% Genre: Sidescroller, Platform Project Volume: 10MB Project Start: 2005 History: Change Log This is a 1x1 smaller version of Super Mario for MegaZeux. I just recently started working on it again and improved the graphics and physics. |
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Completion Estimate: 100% Genre: Sidescroller, Platform Project Volume: 1MB Project Start: 1999 History: Change Log Jet Pack Man is one of the first games I started working on. Very simply 1x1 game with over 50 stages. You are equipped with a Jet Pack and have many puzzles to solve and enemies to get past. |
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Completion Estimate: 100% Genre: 3D Project Volume: 1MB Project Start: 2001 History: Change Log Virtris is a small project I did as a test. You are a ship flying through a tunnel and have to avoid obstacles that come your way. As the game progress the speed of everything increases as well making it more challenging. |
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Completion Estimate: 100% Genre: Sports Project Volume: 1MB Project Start: 2000 History: Change Log This is a simple sports game I made several years ago. It features the entire NHL rooster. Little real effort was put into this game so the controls were quite blocky and the AI was built on random movements. I've touched it up recently a bit since. |