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Old 29 August 2020, 23:16   #281
alpine9000
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Originally Posted by nikosidis View Post
The interest in modern, NG Amiga platforms are very low. What is the point when you can run this game on those platforms under emulation. Even doing a game for AGA only can be risky as it also limited regarding sales.
What could be done, and done before is some extra stuff for Amigas with more RAM and more colors for AGA machines, but the colors here look enough and perfect. As you added network play to the list, will this also work with the Amiga version? I think that would be quite easy to add and it would be very cool!
The networking works on Amigas, and currently you can even play Amiga vs say, PC. Unsure if this will also be the case for the final release, so no promises there.
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Old 29 August 2020, 23:37   #282
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@Alpine9000

Well, you may try AmigaOS4 under emulation via WinUAE.. sure, maybe non an ideal solution to play within, but almost enough for develop on this platform if you don't have a phisical hardware
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Old 30 August 2020, 09:36   #283
Tigerskunk
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Originally Posted by alpine9000 View Post
I’m a bit selfish when it comes to Amiga projects, I have to work solo on the code. Because it’s a hobby, I want to be in 100% absolute control of every aspect, otherwise it becomes more like my day job and that would kill my motivation.
I understand this so so so so so so much.
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Old 30 August 2020, 20:30   #284
Tsak
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Bill's stream : "EXCLUSIVE 1st Play of Metro Siege Level 2 as well as Daemon Claw w/ the BitBeam Canon team Michael Parent and Corey Annis" is live right now

https://www.twitch.tv/amigabill
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Old 30 August 2020, 21:49   #285
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Damn, just missed this...
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Old 30 August 2020, 23:21   #286
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It was great and I really really love your in-game music, Tsak.
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Old 30 August 2020, 23:34   #287
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Tsak: Your music is first class. Great show and gratz to everyone involved.
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Old 31 August 2020, 00:28   #288
Tsak
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Thanks guys!

I think at some point later on I might also showcase level 2 here. This track is a milestone for me and proved to be an interesting study as well. Quite a different beast from lv1 song as this time around we went for 2 channels (to free one extra channel for the enviromental f.x. like the passing train)

One extra point in regards to the sound. The build AmigaBill played has a brand new set of sfx, replacing all those old placeholders. One step forwards but we're not done yet, there is still more work on that front.
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Old 31 August 2020, 11:46   #289
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Quick video sample of the start of Metro Siege level 2 for those that missed Amiga Bill's stream

[ Show youtube player ]
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Old 31 August 2020, 11:47   #290
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You need to make the video public
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Old 31 August 2020, 11:48   #291
alpine9000
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You need to make the video public
Whoops, should be good to go now.
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Old 31 August 2020, 11:51   #292
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Whoops, should be good to go now.
Cheers!


Looks so good guys, i hope the response and sales match the passion and effort gone into it, and its a great idea to cross platform the game, we don't mind sharing
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Old 31 August 2020, 11:57   #293
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Simply stunning. Love all these small details. Great music, too!
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Old 31 August 2020, 12:24   #294
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Level 2 is spectacular. Do you mind explaining to me how you did it?
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Old 31 August 2020, 12:32   #295
alpine9000
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Level 2 is spectacular. Do you mind explaining to me how you did it?
The foreground pole, the platform floor, and everything behind the train are sprites/copper effects.

The train is the background of the playfield, so the camera view, and background scroll position are independent.

The camera view must update the position of all the sprites and scroll the platform floor sprites as well as move any bobs (taking into account the background (train position) and hardware scroll offset.

It’s complex, but I think it’s a cool effect, luckily the artist was able to create a rich enough environment outside the train for the effect to work,
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Old 31 August 2020, 14:11   #296
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What an amazing and clever use of the Amiga's resources..

Kudos to you and the team...
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Old 31 August 2020, 14:44   #297
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Lol, the Amiga Bill saying the level felt too easy.
Died 3 times in the next minute.

Amazing job guys. Looks so polished and well done from all aspects (programming,music, graphics, gameplay), I can't wait to play this on my A500.
Oh, and I think the whole community should avoid mentioning that some game requires expanded A500. 1MB A500 for me is vanilla A500 I don't know one person that doesn't have additional 500kb expansion. Even back in the day, that was a must to have, otherwise, you crippled your Amiga experience, because you couldn't play something like 70-80% of the games.

I'll throw in my few suggestions, even I know that some of them will be hard to implement so late into development, and limitation of the hardware:
------------------------
- Alex left knee looks kind of a cut off. It would be cool if graphic could blend a little bit better there.
- Level one enemies could use a little variations and characterization. They are too similar. Not the fat guy. He is great. But the other 2 guys felt kind of very similar. Maybe make one much skinnier, or throw in some tatto's, or even go extreme like cutting his hand and placing some cold weapon (knife, sword, scissors...)... just like you did with level 2. These 2 guys on level 2 looks great, and you can easily separate them.
- Level 2 camera shake when train passes and when you throw enemies felt too much, over the top shaking. Maybe make more subtle shake of the train (and a little bit different).
- Kicking enemy laying on ground felt to powerful. 3 kicks, and enemy dies. I'd decrease the power of these kicks to take much less damage.
- Sometimes it felt that both player and enemy, when laying on the ground, stayed far too long. Maybe make them stand up a little bit sooner? That would also (sort of) fix above comment on kicking on the ground, because player wouldn't have much time to do that.
- It would be great if we could have like 4-5 standard enemies per level. 2 or 3 might felt a little too little. Even Amiga Final Fight had 4 or 5 different enemies at first level. But I guess, we would hit hardware limitation here, considering how awesome this game looks.
-----------------------

I know it's easiest to criticize, so above comments are only to be taken as humble suggestions. Even without it, the game looks like top AAA title.
Something like Team17 would produce in the early '90 (with much bigger team).

Congratulations for this guys, and I really LOVE level 2.
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Old 31 August 2020, 18:53   #298
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@Alpine9000

That's not much to say, its really cool in every aspect!
Just a few impression for the second level in development

- The Alex left knee looks some sort of a cutted off :-)
- In level 2 I noticed that the "go" notice is sometimes covered by the light pole. I think instead it should always be in the foreground ..
- Would be nice if characters coul be able to use weapons (or reuse the enemy's one) or throwing objects againts them :-)
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Old 31 August 2020, 19:12   #299
DamienD
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- The Alex left knee looks some sort of a cutted off :-)
That's the main negative I noticed when watching the video.

Other than that; looks amazing guys
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Old 31 August 2020, 20:38   #300
Ami
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For me, this game is flawless!
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