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Old 11 June 2014, 21:01   #61
Havie
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Quote:
Originally Posted by Coagulus View Post
If you only do a tile or two each side per frame then the jerk doesn't happen, it'll be consistent.
That is so obvious I would never have thought of it! Will change the code and see what it looks like. Thanks!
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Old 10 October 2014, 18:52   #62
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Hi, where can i find the A500 version with the parallax scrolls ? Thanks in advance.
 
Old 06 February 2016, 21:01   #63
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Never uploaded the 'finished' version so thought I'd put it here for a few to test before I upload to the Aminet (will be my first upload ever).

Fingers crossed it works ok...

http://www.havsoft.co.uk/Amiga/Flapp...rd%20Final.zip
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Old 12 February 2016, 23:37   #64
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No one tested this to see it works? Maybe I should just upload to Aminet anyway?
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Old 13 February 2016, 00:10   #65
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Works really well here (A1200/060) but I think the "diving" animation comes a bit too early compared to android version .... hope you know what I mean
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Old 14 February 2016, 04:03   #66
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works here as well A1200
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Old 18 February 2016, 00:43   #67
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That's great - thanks for testing for me!
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Old 18 February 2016, 00:45   #68
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Originally Posted by SkulleateR View Post
Works really well here (A1200/060) but I think the "diving" animation comes a bit too early compared to android version .... hope you know what I mean
Not quite sure what you mean although I want to make the bird rotate upwards a little as it flies up rather than remain flat. This may be what you are refering to or may be I just need to make the bird dive towards the ground a little later?
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Old 18 February 2016, 11:17   #69
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Yes, I think the diving animation towards the ground starts too early. Just let the bird loose his height but let the animation statt some frames later
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Old 18 February 2016, 11:19   #70
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I also gave it a quick test last night Havie; well done

I have to agree with what SkulleateR has said though.
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Old 31 July 2020, 18:24   #71
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I was never happy with this especially the flapping code so I thought I'd have a quick revisit to make it better...

...a good few months later I have ended up rewriting the whole thing with the goal of making it look more like the original and run more smoothly on all systems. I think I have managed it. I have used this mainly as a learning experience so whereas the older version just used bobs (and was programmed in a way that I would do it on PC), I have gone back to the drawing board and attempted to use the Amiga how it should be used.

- Used sprites alongside a dual playfield has allowed me to use 32 colours and improve the graphics considerably (flappy and the score).
- Just for fun, I mimic a phone screen and use hardware display adjust to make this work (my old game just blitted big black bobs).
- I now use a tilemap and hardware scrolling (blititng only one tile per frame).
-Although the pipes are generally random, I set up the whole map first to include different sections such as double pipes or tunnels of pipes to make it a little bit more interesting.
-Also, if you have the stamina and the skill, I have added a guest appearance by a famous Amiga character at the end.

It works on A500+ upwards (tested in Winuae and on my A1200). Let me know what you think and if it's an improvement!

http://eab.abime.net/zone/Floppy.adf
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Old 01 August 2020, 11:42   #72
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A few graphic bugs crept in but now sorted. Also changed dive slightly so game is better to play. New version uploaded to zone.

http://eab.abime.net/zone/Floppy.adf
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