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Old 05 April 2012, 22:16   #341
Lonewolf10
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Quote:
Originally Posted by Graham Humphrey View Post
'Objects in platforms' bug - FIXED!
That's great news


Regards,
Lonewolf10
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Old 05 April 2012, 23:15   #342
Graham Humphrey
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Thanks for the suggestions on that - it was pretty easy after that, I was just trying to complicate things too much for some reason
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Old 06 April 2012, 03:12   #343
DJCruicky
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That is great .

I'll throw some ideas at you and see what will stick :-

Did you get the music bug sorted. If not, maybe instead of having Blitz2 play the music, instead use 'noiseplayer' in the background. I got the idea from watching one of s2325's early videos of your game. Maybe make a script that starts the music, installs the font, then runs the game. (don't ask me how )

[ Show youtube player ]

Happy you liked the border chain idea.
I made a 3x8 size chain shape, maybe you would like to try that instead? (attached below). Use commands Blit 100,1,paste: Blit 100,317,paste

Maybe have the fruit float up at a different speed to the platforms. Change in red.
If \active=-1
If \collect=-1 OR \y<(scrolly-15) Then \active=0,0,0,0,0,0,0
\y+.2 ; float speed
EndIf
Don't forget to change variable type from .w to a .q at the start of your program.
That would have also had fixed your objects in platforms' bug - but you said you fixed that, you sod .

Like I said just throwing some ideas out, don't have to use them.

Happy Easter to all.

DJC
Attached Files
File Type: zip Chain.zip (250 Bytes, 69 views)
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Old 06 April 2012, 08:47   #344
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Quote:
Originally Posted by DJCruicky View Post
Did you get the music bug sorted. If not, maybe instead of having Blitz2 play the music, instead use 'noiseplayer' in the background. I got the idea from watching one of s2325's early videos of your game. Maybe make a script that starts the music, installs the font, then runs the game. (don't ask me how )
This can work, but it is a bit lame and also it cannot be used if the game music shall change during the game (for example in hiscore table). I hope Graham will find a way how to fix it.
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Old 06 April 2012, 10:26   #345
Graham Humphrey
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Thanks for the ideas! I might use the chain so thanks. I'll put it in and see how it looks

Quote:
Originally Posted by DJCruicky View Post
Did you get the music bug sorted. If not, maybe instead of having Blitz2 play the music, instead use 'noiseplayer' in the background. I got the idea from watching one of s2325's early videos of your game. Maybe make a script that starts the music, installs the font, then runs the game. (don't ask me how )
Happily I appear to be well on the way to fixing this. I've put some code in to check what Kickstart the game is running on and if it's older than 2.0, it'll use Blitz's standard music commands (LoadModule/PlayModule) instead. This does work but I've failed to take into account the commands are rubbish so it's a bit of a pig to get the music on/off key working absolutely correctly but at least the game loads and plays as it should which is a big relief.

Quote:
Maybe have the fruit float up at a different speed to the platforms. Change in red.
If \active=-1
If \collect=-1 OR \y<(scrolly-15) Then \active=0,0,0,0,0,0,0
\y+.2 ; float speed
EndIf
Don't forget to change variable type from .w to a .q at the start of your program.
Thanks. I quite like how it is now though so I don't think I'll change it although I might try it to see what it's like. PS: surely it should be \y-.2 if it's moving upwards

Quote:
That would have also had fixed your objects in platforms' bug - but you said you fixed that, you sod .
Sorry

Cheers for the ideas though, you've been a great help to me during the development of this game, I'm sure I'd still be struggling with some of the bugs otherwise
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Old 06 April 2012, 11:24   #346
Graham Humphrey
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Okay, further to my comments about using the standard Blitz music commands (LoadModule/PlayModule/StopModule), I've found out why it's not been working quite as it should.

It seems like the StopModule command doesn't work properly. I did a little test where I tried to stop it when the actual game started but it had no effect, and this is why the music goes a bit nuts when you press M to turn it off because it attempts to play it again without actually stopping it.

Unless there's a way round this, I'm probably going to have to leave the music on permanently on pre-Kickstart 2 setups, or not bother with it at all...
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Old 06 April 2012, 11:55   #347
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Still better than have the game silent
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Old 06 April 2012, 14:06   #348
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What I write is not always what I mean. You should know me better by now .
I do mean floating down, even-though they still start at the bottom of the screen, huh .
Thanks for the thanks
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Old 06 April 2012, 20:21   #349
Lonewolf10
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Quote:
Originally Posted by Graham Humphrey View Post
Thanks for the suggestions on that - it was pretty easy after that, I was just trying to complicate things too much for some reason

Glad I could help

Regards,
Lonewolf10
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Old 07 April 2012, 17:26   #350
Reynolds
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I've tried the WIP11. Due to an unknown reason it didn't have music at all. The config was EscomA1200, KS3.1, BLizzPPC w/040@25 and 603e@240MHz, 64 MB Fastram. not tried with disabled card...
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Old 07 April 2012, 18:08   #351
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And it worked? And what about sound-effect? Everything works fine with Blizzard 1230-IV.
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Old 12 April 2012, 12:59   #352
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We are proud to announce that

WE ARE FINALLY THERE!



DownFall is finally finished and you can download it from its official website.
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Old 13 April 2012, 02:01   #353
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Well done guys. Nice to see it finished. . Thank you for your hard work. Good game.

DJ
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Old 13 April 2012, 08:31   #354
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Nice game, just tried it. Strangely addictive....
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Old 13 April 2012, 15:36   #355
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Well done It's looking very sweet
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Old 20 April 2012, 09:17   #356
Graham Humphrey
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I've started the AGA version now and will be uploading a WIP at some point in the near future

We've now got a parallax-scrolling background (which has its own palette of 16 colours in addition to the actual game's graphics) and this, I hope, will also be changing colours every few levels to liven it up a bit. We've also got a new score panel which uses 16 colours rather than eight.

Also, the title and high score screens have been enhanced with a 256-colour palette so they look a lot nicer. The credits and Remainder Software logo will follow the same route.

I'm also planning to have a separate in-game tune too. There wasn't enough memory to do this on the normal version as it wouldn't all fit into 1MB but it should hopefully work here. Hopefully Reynolds will do the same sterling job as he did with the title music

The big change, though, is I'm going to add support for CD32 pads (so pausing, quitting etc can all be done via joypad) - which also means you can use a pad or stick to enter your name on the high score table as well as the keyboard. I might need a bit of help getting this feature to work correctly as I'm not really sure how to go about it at the minute.

Hopefully, when done, this will mean that if you have a stock CD32, you can load and play the game normally just like you can on a regular Amiga.

In the meantime, here are a couple of hasty WIP photos, taken with my phone from my old TV which is connected to my A1200...
Attached Thumbnails
Click image for larger version

Name:	DownfallAGA1.jpg
Views:	139
Size:	430.7 KB
ID:	31323   Click image for larger version

Name:	DownfallAGA2.jpg
Views:	148
Size:	506.0 KB
ID:	31324  
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Old 20 April 2012, 09:46   #357
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I would keep the ingame music as is and add a new intro tune instead. I like playing with that current music.
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Old 20 April 2012, 09:48   #358
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How about audio-cd option?
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Old 20 April 2012, 10:20   #359
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Or MP3, for MAS-Player owners (like me)
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Old 20 April 2012, 10:30   #360
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i hope this will work on an unexpaned a1200, i'v never been able to afford a ram expansion
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