A downloadable retro isometric for Windows, macOS, and Linux
Viva Mortis is a fast paced isometric retro-fest feast for the eyes and ears.
Written for the SyntaxBomb Retro-Game fightout It is based on a Sinclair Spectrum with the option to use ZX-Spectrum graphics from glorious color clash to 16 amazing Sinclair colours and sound (from a single beep (48k), simple 3 voice (128k) or fully sampled (next)). The choice is yours.
You play as Mortis: Overworked minion of Mr De'Ath.
There is a party planned and someone has nicked his 5 runes. Toddle off and find them for him to really get the party started.
But wait.... it's not as simple as all that is it? Oh no, there's a time limit and a collection of clockwork fiends and demented dangers to prevent you from sipping Mojitos at the party!
Collect lost treasures, throw a few skulls and bash a few piñatas. And beware the Fabled Broom of Doom!
With a custom chip-synth and QasarBeach sound engine, you might just stay around for the sounds alone - why not stay forever?
Control is simple:
left/right/up/down and fire, all can be reconfigured to your own desires...
Fullscreen or windowed. You decide.
MacOS, Windows or Linux - it's up to you...
Mr De'Ath is watching...
Mr De'Ath is waiting...
Go gather your bones and work those fingers... To... The... Bone...
- windows version has got corrected audio
- mac is complete new compile to deal with black screen on 10.4.4
- mac supports retina display better
Ver 1.02 for mac - display fix
Source code is now available. This is mx2 code which is a fork of Monkey2. There are a lot of other source files not included (mainly graphics and sound support systems). THIS WILL NOT COMPILE. But it will allow you to see the entire game code and see how it was all put together :)
Just download the version for you machine and it should run.
Any issues let me know :)
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The source is actually mx2 - it's a fork of the programming language monkey2. It wont compile on anything (even monkey2) as there are a huge amount of changes and other source code needed. but it gives you the core code to base your work from, or just see how it was approached. Sorry if that doesn't quite give you the answer you wanted, but I'm always free to discuss additions new versions of Viva Mortis :)
At last, a game for those of us who thought Ultimate needed to be a touch more Mexican! This is far too good to be free!
Just one thing: what do the bonus items and fruits actually *do*?
Brilliant that you are enjoying it :)
the fruits add more time to the counter
the bigger bonus items add lots of time or health
This is awesome! It takes me back to the ol' days of Rare. I loved Knightlore so this is a treat. :)
Hey this looks fantastic! Haven't played it yet, but I will be this evening. I'm doing a similar game called Melkhiors Mansion which is an isometric version of Atic Atac, also using the Speccy palette. Sod the Unreal Engine, Speccy palette is where it's at. Can't wait to play Viva Mortis :o)
Thanks a lot. I will be very interested in your thoughts :)
Atic Atac was one of the concepts behind Viva Mortis - but with a twist...
I'm up for any chats about the system I used as well
Wow, that was a treat for the senses! Only had time for a quick play. You've crammed a lot of stuff in there. Love the graphics and sound options. Must try and find time to have a proper play. Those stairs and trapdoor effects look very familiar ;o)
I would be lying if I said the concept was all mine! But it was a very quick turn-around from start to finish (5 weeks from start to finish). I was pleased when the sound all came together as that was a lot of work writing all the new sound system.
5 weeks?!? That's an amazing turnaround time. I get to tinker with my game for an hour a day if I'm lucky, so it's dragging on a bit :o)
It's written in a custom version of Monkey2 (called MX2). This is a version of BASIC.
The audio is a custom written system called QasarBeach, which provides all audio, synth and sequencer functions. In essence it is configured as a 16 voice synth with samples, wavetables, modulation etc. QasarBeach has full sequencing features, so it was a case of getting the right sounds (single sound for 48k, 3 sounds + noise for 128k, and 8 sounds for Next) These all reside together and depending on the spectrum type, sounds are muted and not played.
The graphics were done in FontSprite using a ZX-Spectrum palette. This gives 256 ''characters' to play with. There are multiple fonts being used with the general character size being 16x16 pixels.
The map is created in FontMap. And uses multiple layers to create the map and item locations. There are read in and partly randomised so that each game has different locations for items.
Absolutely fantastic game! I love everything about it; the sounds, the music, the graphics, the Ultimate-ness of it :D Great job!
Great game. Playing it on Windows. However I cannot get it running on Linux. Which version of Linux is it built for. Wanted to get it running on my Pi 3.
its compiled on linux mint - you will need sdl and openal and opengl installed.
A Pi build would be great, but it need very special compiling, so at the moment not possible - but it is a thought :)
Love it! Wish there were more piñatas in the world to hit :')
Thanks for that - it took a while but I got there in the end. Let me know how you get on and any comments you've got :)
Spectrum Feelings!!! Congratulations!