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With that said I love matching games, Columns/Baku Baku animal types are great! And this looks really god!! I just preferred the screen without the TV thing. The score was bigger and clearer, the "Next" too, and there was a better distribution of elements on screen. Now it's all too clumped to be inside the screen. Just my opinion though, of course. Keep up the great work and looking forward to your release! Can't wait to play it. And may I ask: whatever happened to the Microbots clone? |
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On Landfill, over the past week I've added saimon69's excellent music and fixed the double-buffering so it runs smoothly on a stock A500. So like I say, hopefully there'll be a release thread popping up in the 7 days or so. |
Cool :) I am waiting for Your game.
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-- I decided I agreed with Akira and have gone back to the old layout. The TV pops up for New Combos, and there's 3 new backgrounds for the different game modes you can select from the menu screen. I'm planning to have the background change with rubbish added or removed as the game progresses. Here's a WIP screenshot of a new game mode called NIMBY ('Not in my Back Yard'). The play area is wider, items drop from random positions and you get extra points (or nothing at all) depending on where you put them. http://eab.abime.net/attachment.php?...1&d=1563435263 |
@clebin
In the end was GameSmith worth it to develop your game? Any bugs you’ve to find workaround for? Did it help you speed up the development? Isn’t the Amiga API not enough? Your view on GS? |
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No-one should think GameSmith is a replacement for Blitz or AMOS. It's really just a thin layer on top of the core libraries, so the learning curve is still steep. I think I'd have finished the game years ago if I'd used Blitz, although I'd have had to put up with BASIC syntax and the crappy editors. No bugs as such, but I'm seeing some flicker on 68000 even with the double-buffered display. When I blit out a full 320x256 to an off-screen bitmap, the screen flickers quite a lot even if I don't flip to the other display at all. I'm not sure if this is GameSmith's fault as such, but I haven't found any way of eliminating it, even writing to a 3rd bitmap and doing a memcpy. I'm tempted to strip out GameSmith and compare the result. That lack of confidence is a problem when you're abstracting away the hardware, even if only with a thin layer. So it kind of falls between stools. I recommend it as a way into Amiga C but I don't think I'll use it in the long-term to be honest. |
Thanks for answering. If not then will you use the Amiga API or bang the HW in C?
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