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View Full Version : Released: Red Wizard Island alpha v.0.24 (AGA)


r0ber7
11 September 2011, 20:13
Hello.

Finally, I can present to you the first test version of the game I've been working on. In it, you assume the role of a red wizard who has been sent for by the king. Most of the game consists of shooting fireballs at vikings. I already have ideas for other worlds, and they will be much larger than this one. (I've thought of a different way to make levels, this one is just a big iff.)

Check out the video below to see the game in action:

http://www.youtube.com/watch?v=tXHC6mew6jU&feature=player_embedded

To download, see screenshots, and other things, go to the Red Wizard Island website (http://www.psyview.nl/rwi/). If it doesn't load, hit refresh. My hosting isn't expensive. ;-) Before playing please read the readmefirst.txt.

Screenshot in the attachment, more on the site.

I'm taking a break on development of this game for now. It's been a long run getting this first release ready. But it's very likely I'll release more levels and continue the storyline some time in the future.

Enjoy! :D

s2325
11 September 2011, 20:27
Thank you. There was some reason to use AGA chipset? ;)

Shoonay
11 September 2011, 21:25
Thanks, great to see a new game :)
I realize it's suppose to be night, but the graphics could be a bit brighter, I can't see shishkebab on my CRT monitor. ;)
Should be better on my real Amiga connected to a CRT TV.

Graham Humphrey
12 September 2011, 09:10
Thanks! Looks very promising :)

Got a bit of an issue though - occasionally when you get the ball back to the gnomes and you get taught that spell, inexplicably the screenmode appears to switch to NTSC by the looks of it - it's really stretched and the bottom of the screen gets cut off. Which is unfortunate as you can't see what you're doing.

This doesn't happen every time and when it does quitting back to Workbench is the only way to solve it.

Also: joystick/joypad support would be nice :)

TheCyberDruid
12 September 2011, 13:02
Quick note: In Chrome the links don't work. Having a look at the page it seems the 'content' div gets a height of 0 pixel. Maybe you can have a look :)

r0ber7
12 September 2011, 16:29
Thank you. There was some reason to use AGA chipset? ;)

64 colours, I need them! :P But if someone knows a quick efficient way to turn animbrushes and iff's into 32 colours while still keeping the correct palette order for all of them, I have no problem with a non-aga version.

Thanks! Looks very promising :)

Got a bit of an issue though - occasionally when you get the ball back to the gnomes and you get taught that spell, inexplicably the screenmode appears to switch to NTSC by the looks of it - it's really stretched and the bottom of the screen gets cut off. Which is unfortunate as you can't see what you're doing.

This doesn't happen every time and when it does quitting back to Workbench is the only way to solve it.

Also: joystick/joypad support would be nice :)

I've noticed this behavior. It appears somewhat random and I can't really put my finger on what's causing it. Will look into it. Keep in mind: alpha version. ;) Joystick movement noted, will do.

Quick note: In Chrome the links don't work. Having a look at the page it seems the 'content' div gets a height of 0 pixel. Maybe you can have a look :)
Sorry can't be bothered right now. Download is here: http://www.psyview.nl/rwi/rwi.0.24.lha

In the adress bar, what do the w and h variables show?

r0ber7
13 September 2011, 21:12
Ok, quick update. I added some joystick movement support and I think I tackled the screen issue too. If anyone wants to test it out that'd be much appreciated.

http://www.psyview.nl/rwi/rwi.0.24b.lha

TheCyberDruid
13 September 2011, 21:18
In the adress bar, what do the w and h variables show?

Yep, they do, correctly even ;)

r0ber7
14 September 2011, 10:57
I just installed Chrome, and everything displays fine here...

I added a css reset to be sure, but the old code displays as well.

TheCyberDruid
14 September 2011, 13:27
Display is fine, but try to click a link.

r0ber7
14 September 2011, 13:32
Ah, ok. Should work now, no?

Game related: working on level editor and a new way of scrolling so levels can be much larger. Consider this first island a proof of concept. I'm setting up everything right now to be able to make big levels, so that it will be more of a voyage than just bouncing around on one island. This will take a while, but once it's set up I won't need much more code, mainly pixeling and level editing. I aim to add as little code as possible, since once this is finished I'll be porting the code to GLBasic for Windows, Linux, possibly iOS.

I would also like some feedback if possible on the screen issue mentioned by Graham.

TheCyberDruid
14 September 2011, 14:13
Thanks, it's fixed now :)
Had a quick go in WinUAE 2.3.2 and no issues regarding the screenmode here.

Graham Humphrey
15 September 2011, 00:44
I would also like some feedback if possible on the screen issue mentioned by Graham.

Confirmed working perfectly on my A1200 :)

Joystick movement still absent though ;)

kriz
15 September 2011, 22:31
Looking forward to finally try this game, nice progress going !!

Leffmann
17 September 2011, 17:17
Looks great!

Lonewolf10
21 September 2011, 14:12
Great game, I enjoyed getting the ball back to the elves... with a little skill you can header it all the way back to them :)
Not managed to defeat all the vikings yet though... I must remember to jump to avoid thrown objects.


Regards,
Lonewolf10

Lonewolf10
06 November 2011, 01:33
Hows the game coming along?


Regards,
Lonewolf10

r0ber7
07 November 2011, 21:28
I'm sorry, I should've told you guys. :(

I have bad news and good news. The bad news is, I've stopped working on this game.

The good news is, I'm still working on this game, except not for the Amiga. After releasing in this thread, I did some pondering. I could code the whole thing for Amiga, which would mean a select base of players and a constant battle with cpu, memory, etc. Or I could switch the code to a Basic variant for newer systems and do all the stuff I really want to do without any hassle, maybe even make some money off it.

I chose the latter. The game has changed a lot since its first conception. Check out the latest video here:

http://www.youtube.com/watch?v=TPyFYSnJmYw&hd=1

If you still want to play this and you have no problem playing this on your PC, Android, iPhone, Linux box, or Mac, subscribe to my development blog for updates: http://www.psyview.nl/blog/

I'm aiming for at least a demo release in february 2012. Once again, I'm sorry to let down the Amiga folks. It's now more of a tribute to the Amiga (I'll throw in a boing ball somewhere definitely, and some praise about the Amiga :)), and I couldn't have done it without the help of the Blitz Basic people around here. If you want to test out, the EAB people will definitely be among the first to receive my test invites.

Raislin77it
07 November 2011, 22:02
I'm sorry, I should've told you guys. :(

I have bad news and good news. The bad news is, I've stopped working on this game.

The good news is, I'm still working on this game, except not for the Amiga. After releasing in this thread, I did some pondering. I could code the whole thing for Amiga, which would mean a select base of players and a constant battle with cpu, memory, etc. Or I could switch the code to a Basic variant for newer systems and do all the stuff I really want to do without any hassle, maybe even make some money off it.

I chose the latter. The game has changed a lot since its first conception. Check out the latest video here:

http://www.youtube.com/watch?v=TPyFYSnJmYw&hd=1

If you still want to play this and you have no problem playing this on your PC, Android, iPhone, Linux box, or Mac, subscribe to my development blog for updates: http://www.psyview.nl/blog/

I'm aiming for at least a demo release in february 2012. Once again, I'm sorry to let down the Amiga folks. It's now more of a tribute to the Amiga (I'll throw in a boing ball somewhere definitely, and some praise about the Amiga :)), and I couldn't have done it without the help of the Blitz Basic people around here. If you want to test out, the EAB people will definitely be among the first to receive my test invites.

maybe u can release the source code of the amiga version ( maybe an old beta), so i can figure out how to implement the double buffering and some sprite basics :D :D

Bamiga2002
08 November 2011, 07:58
It's gone almost the same way as Babylonian Twins...

nujack
08 November 2011, 10:38
I don't like the change to other platforms. It's a shame.:(
Classic games must run on classic hardware!!! Maybe you change your mind in the future.

pmc
08 November 2011, 10:48
It's a shame but understandable if one of the motivations for making the game is money. Nothing wrong with wanting to make money incidentally, people have gotta eat after all.

You can't make Amiga games for money I don't think, you need to make them cos you love making them.

diablothe2nd
07 January 2012, 19:52
been reading this (and the previous thread that linked here) while waiting for a response to my Blitz questions elsewhere.

It was great reading every step of the way, and seeing code snippets of various troubles and challenges along the way.

I like some others would be very interested to see the source code of the Amiga version. Even an early iteration.

It's a shame you've moved away from the platform for financing. There are still new games being released on Amiga for a small sum.

If I were to go the monetary route (doubtful, but we'll see) i'd probably go the shareware route of some games in the Amiga history where you get a disk, are encouraged to copy and spread it, but for more levels/story you have the option to purchase additional floppies from the creator.

please pop back with more progress updates :great

Lonewolf10
29 January 2012, 02:49
I'm a little saddened to hear that you switched platforms, but perhaps this is for the better. I will still try to follow the progress of your game :)


Regards,
Lonewolf10

r0ber7
21 February 2012, 16:51
I like some others would be very interested to see the source code of the Amiga version. Even an early iteration.

I have uploaded all the source code from the Amiga version (up to the last one) to here. (http://www.psyview.nl/ea/rwisrc/rwi_src_amiga.zip) The main code files are called game [number something something] .txt. Many previous versions are in there too, and all the game data, and some cryptic notes which I wrote at some point and I don't really understand now, heh.

I'm still coding and pixeling away on the game. Best source for development updates is this thread. (http://www.glbasic.com/forum/index.php?topic=7077.0)

Cheers. :spin