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#121 |
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Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 32
Posts: 11,273
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#122 |
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Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 37
Posts: 8,140
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I think the scoring could change. Say for example each platform that is passed without actually landing on it could give a x2, x3 bonus etc
Just my tuppence ![]() |
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#123 |
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Registered User
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#124 | |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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Quote:
Of course - if the sprites would have independent pallette, it would be doable well. ![]() But Wilshy is probably right. It needs slowly scrolling repeating background instead of static picture, like the original atari DF.
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#125 | |
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Gone, but not forgotten
Join Date: Nov 2010
Location: Tyneside, England
Posts: 78
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Quote:
Does mean you predseda will have to retouch some of your art work, because of swopping this colour ![]() . Sorry if that does not make sense.![]() |
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#126 | ||||
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Quote:
Quote:
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Perhaps! I'm still looking at tweaking the scoring system. Watch, as they say, this space.
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#127 |
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Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 923
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Time for a new WIP!!!
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#128 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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Tommorow as usual, I hope
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#129 |
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Another week, another WIP...
I've not done as much as I hoped this week but there's still a few new things in here. Predseda's been busy with the graphics and come up with a Game Over logo and a nice new score panel as well as some extra objects and platforms. All of these are now in the game although obviously you won't see all the platform graphics still. You score points at a higher rate if you are towards the top or bottom of the screen than you do if you're in the middle (slightly more at the bottom than the top but not by much). I've implemented the changes suggested by DJCruicky and dazzleman so thanks for that guys! Finally, I've constructed a new full (60 rows) level. It's not very good and a bit too easy but it's a start. I did initially intend to do a second full level to make sure the levels 'link' correctly but I ran out of time this week, fingers crossed it'll get in next week (if anyone wants to design their own levels feel free). I might start work on the two-player mode too if you all behave yourselves ![]() A few of the old niggles still remain but the actual game is making good progress I think.
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#130 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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Simply great! All the known bugs now seem to be fixed, player is not buried to platform anymore. Only with one exception - if he falls down through the bottom and is caught by just appearing platform, he gets buried up to the belly
But the sprites dont flicker anymore and I am overall happy with this update.Damn, there is one pick-up. It should be a candle, but it looks weird. We will have to replace it, it is really ugly. ![]() EDIT: it happened me once I landed on a fruit and it acted as a platform. EDIT2: I found somtg disturbing. If I click mouse during playing and then after game is over i press the joy button to quit to WB, it causes some random crashes of the system.
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Download Downfall AGA for free for your Amiga! Last edited by Predseda; 26 February 2012 at 22:56. |
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#131 |
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Yes, I'm aware of that one, that's been there a while. It's a bit irritating but not game-breaking thankfully.
There's still a couple of little bugs in there - the fruit still has a problem with appearing in platforms but that's been reduced, at least - but I'm hoping I can fix them soon and in any case, because they're quite minor it doesn't stop me focusing on adding new features to the game.
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#132 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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I read your code now. If I understand correctly, only the data for Level 1 are now used? Not Level 0?
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#133 |
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Yeah level 0 was my test level and I commented it out so it doesn't get compiled.
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#134 |
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Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 32
Posts: 11,273
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Thank you again. http://www.youtube.com/watch?v=rc0BOjsTJ64
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#135 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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You are fast
![]() Now, if I could suggest a major improvement: the main game engine seems to be working, but in my opinion there should by much more fruits, that would keep player moving and force him to risk. I just love fruity games (like Parasol Stars or Super Methane Bros) and I think in the current state player just can keep himself in the middle of the playfield for 20 mins without any challenge, even if the scrolling will constantly accelerate. Fruits could reduce the scrolling speed for few seconds. Just my suggestion.
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Download Downfall AGA for free for your Amiga! Last edited by Predseda; 27 February 2012 at 00:01. |
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#136 |
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Cheers s2325, I appreciate the promotion
![]() Not sure about reducing the scrolling speed with extra fruit - problem is I'm not sure we could actually reduce the speed. Currently it moves at one pixel per frame and I'm not certain you can scroll by fractions of pixels on non-AGA systems. And if you scrolled every other frame it would look jerky. Anyway, the Jaguar version works like this. I don't want to make it too reliant on pickups. Speaking of which I need to add some additional score bonuses (or otherwise) at some point.
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#137 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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Of course I though slowing the game after it is already accelerated, not in level 1. I am looking forward to 2 players game then.
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#138 |
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Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 32
Posts: 11,273
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My version of title screen
http://www.youtube.com/watch?v=QNaIWy-LV2o |
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#139 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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nice
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#140 | |
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Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 923
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Quote:
And i also got caught out by the copper background bigger then the playing area thing, thats annoying. |
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#141 |
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Registered User
Join Date: Nov 2010
Location: london / uk
Posts: 225
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Similar to Tank Wars - perhaps there should their be power-downgrades
- lead weight - fall faster -poisioned cheese - move left and right slower Glad to see the game is making significant progress
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#142 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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#143 |
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Thanks for the feedback.
I'll have a look and see what I can do with powerups and things sometime this week. No promises in the short-term though - my number one priority is to get a new level (or levels) in the game and get the levels all 'joining up' correctly.
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#144 |
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Registered User
Join Date: Mar 2008
Location: Las Vegas/Nevada
Posts: 104
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Looking quite slick!
I was doing some prototyping and doing some tools for something in blitz last week (to try and get more hands on with it) after looking over this, I might just continue with it and see how it comes out. Anyways - it's looking quite nice! Very smooth! |
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#145 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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I also think that if one player could push the other, it could be a great fun. Still nobody to provide some nice track?
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#146 |
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Registered User
Join Date: Nov 2010
Location: london / uk
Posts: 225
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Could there be some baddies patrolling certain platforms as the levels progress just to add some variety
Could some of the platforms in later levels decrease in size like burning candles so you have less area to aim for and have to move off quickly before that platform completely disappears? Just some random thoughts and don't know if they would add or destroy the game play. Also I love the main character - does he have a name as he could be used in future projects.
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#147 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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Graham denied enemies so they will probably not be there, although I could imagine some that would patrol some platforms, yes.
Shrinking platforms could be also nice, I think they shouldn't be difficult to implement as platforms are sprites and they use color collision detection. So we could use a platform animation with transparency... who knows. Maybe in Downfall 2? The main character doesn't have any name. I thought about one, but he still remains unnamed. He is something between mouse, coala bear and maybe elephant a bit? There is also 2nd player character already drawn: ![]() He has big eyes, huge legs, tentacles on his head and doesn't have any arms. Maybe he could be related to Nebulus, I dont know. Both will appear in bigger form in the title screen, which is already created.
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Download Downfall AGA for free for your Amiga! Last edited by Predseda; 29 February 2012 at 14:27. |
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#148 |
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Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 32
Posts: 11,273
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Maybe enemies should stole fruits if you are not fast enough or make holes in platforms falling.
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#150 |
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Thanks for all your comments!
I'm a bit wary about adding too many features as I don't want to (a) once again get into a position where the game will never get finished because there's an infinite list of stuff to add; and (b) I don't want to detract from the basic concept too much (less is more sometimes). Saying that though, a few powerups will probably make it in as it would add a bit of variety and keep you on your toes a bit (especially in two-player mode). I spent a bit of time last night constructing a second level (the first bit of work I've done on the game all week) so first and foremost I'm looking to get that done. Oh, and yes, I do like the main character too - I'm sure that we could use him in future games, Dizzy-style...
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#151 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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Great news. A am also for finishing the game as the original is, but then, maybe, there could be an enhanced version in the future, something like Downfall plus, with a lot of new features? If only you would have a time to tweak. Smtg like DJCruicky did with his Alien Fish Finger? Just an idea.
I am curious about new level, I think it is an important step to join two levels together. If this works (including correct score counting, platform style change and possible scrolling acceleration), it should allow the game development to process quickly. I will try to construct a level too. You could use the data from level 0 anyway.
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#152 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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If you want names, suggest any.
Originally I though this one would be Matthew and the 2nd one could be Jake, but I think there is a lot of better names.I updated the website, listed all those changes and updates in WIPs there.
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Download Downfall AGA for free for your Amiga! Last edited by Predseda; 01 March 2012 at 10:26. |
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#153 |
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Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 923
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#154 | |
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uber cool demi god
Join Date: Jun 2006
Location: Kent/England
Posts: 1,739
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A1200, 3.1 roms, 8MB fast ram, 4GB CF IDE with ClassicWB installed (thanks Bloodwych!) complete with WHDLoad registered key. A1200, 3.0 roms, 8MB fast ram, 2.5GB HDD. A1200, Pedro Boxed NOS. A500, 1MB Expansion. Spare A500 unit only (no floppy drive). Other shit = Xbox 1 x 2, 360 20GB & Slim 250GB (seuden), PS3 Slim (seuden), PS2 Slim, Wii, DS Lite x 3, PSP Slim (3000), iPhone 3G, iPhone 4, iPhone 5, Mega Drive 1 and 2, Mega CD, Dreamcast, Saturn & Nexus 7. Quote:
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#155 |
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Puttymoon inhabitant
Join Date: Mar 2007
Location: Prague, CZ
Age: 35
Posts: 2,413
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Looking at the video of Man Goes Down on Atari 2600 (from Graham's 1st post) does anyone know how the system of collectable fruits work there? There is some kind of table or chart after the game over with some statistics or so. Some special award for collecting all the kinds?
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#156 |
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cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 31
Posts: 2,216
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Chucky
and Bobcat ![]() Not without reason. Chucky - looks like a mouse, which for some reason made me think about "chuck e cheese" from Sam & Max, which in turn made my thing about Chucky from Child's Play fame. Makes perfect sense right!? Bobcat - his head bobs up and down which initially make me go for 'bob', but that is just waaay to easy. I thought of Boppin but that reference is too obscure. Eventually I settled on Bobcat because it looks nothing like a bobcat, but I've always enjoyed Bobcat Goldthwait's work (egad what a name!)
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Error: signature could not be parsed. |
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#157 | |
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Registered User
Join Date: Nov 2010
Location: london / uk
Posts: 225
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Quote:
I understand that Graham wants to keep it simple so that a game does get completed and released - but perhaps there could be a list of things going into the first release and then things to work on for a Downfall Deluxe?
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#158 |
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Unregistered User
Join Date: Nov 2005
Location: melbourne
Age: 31
Posts: 427
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Is this game supposed to be KS1.3 compatible? If so then you are going to need to use "Slice's" instead of "Display's", as DisplayLib only seems to work on WB>2.0, or at least it did for both me and those I discussed it with. Has anyone tested? It would be awesome if this were a 512kB 1.3 game and would earn you massive street cred wherever classic Amiga fanatics are found
![]() Also, if you're only using 16 colours then why not make it a 5 bitplane display and then you can use the extra bitplane for one extra colour in which to put the background copper without those annoying borders? Some collision between players would be cool. I can imagine the feeling of satisfaction seeing the other player fall off a platform as I rush into him, or miss a crucial jump as I bounce on his head. No need for the weaponry or 'moves' that others have suggested here. I agree that simple is good. Special items with special abilities will not be as good as they sound. Just points and maybe an extra life or two is all you need, and will make coding that part so much easier. But I wonder what will happen when one player loses all lives in two player mode? It kinda sucks playing a two player game solo after one player has finished. Prehaps he could continue with score reset to zero and the game ends only when both players have fully died on the same level. And how to impliment that? Prehaps simply not drawing the platforms for the next level leaving nothing between the players and certain death? Now for my fancy feature requests, everyone else has made them so now it's my turn. I would like a choice of MANY characters, not just a mouse and a grey thing (I want to be a lego man, or maybe an emu). Would not make much difference to the gameplay, but it adds a nice personal touch and a little colour to the HS table if the player is walking on the spot next to the entry. I guess that is as much a request to Predseda. (I really wanna be a lego man in this, or a SWOS player) Also I think giving them names makes them less rather than more identifiable. If you must give them names then give them something silly like Skullkitchen or prehaps something with a title like The Underwhelming Phalangot. Giving them cute names just makes me WANT them to plummet to their deaths. But of all the names mentioned Matt and Jake are my favorite, simple and unassuming. And speaking of highscore tables: I like ones that have more than one stat, or prehaps more than one table, like: score, level/distance, fruits collected, % of time spent in mid-air. And I want to etch-a-sketch my name rather than select it from the alphabet. And trust me, that feature will actually be EASIER to impliment than a keyboard and ascii routine. Just blitting a dot that moves where the joystick points and saving shapes. Is loading shapes not easier than loading text in Blitz? |
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#159 | |
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Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 26
Posts: 9,675
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Thanks for the suggestions Rob (and everyone else).
Quote:
I'll address all the other points from everybody later when I get more time - also I've got a second level all up and running now so that's one of the most important parts of the game sorted. It should now be easy to design the other levels and to integrate them into the game. I haven't done anything else this week due to a lack of time but I'll upload the new version with level two in tonight ![]()
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#160 |
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Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 32
Posts: 11,273
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Yes, I'm using A500 settings.
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