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Old 20 May 2024, 10:02   #121
AmigaDweeb
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Reminds me a bit of the Queen of Hearts. Just in green
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Old 20 May 2024, 10:04   #122
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What will the box contain, real floppy disks or CD ISO with ADF?
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Old 20 May 2024, 10:06   #123
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What will the box contain, real floppy disks or CD ISO with ADF?
It will contain USB stick with ADF's on it etc and CD32 CDROM for CD32. Glossy disk labels provided. You can actually just fit 2 disks in the box too when they are made up if you need to.
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Old 21 May 2024, 15:22   #124
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In the new style Dweebee Dwee cases no less
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Old 23 May 2024, 10:53   #125
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In the new style Dweebee Dwee cases no less
Yes all new cases for this release
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Old 23 May 2024, 10:55   #126
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Little WIP update as I work through all the sprites into June & July.

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Old 23 May 2024, 11:09   #127
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So cool! A 2024 release would be a fantastic present.
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Old 23 May 2024, 11:11   #128
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So cool! A 2024 release would be a fantastic present.
I will do my best for a Christmas release this year if I possibly can. It is a big game tho and because of that, the testing will take some time on top of everything else so it 'could' slip into 2025 as a worst case scenario
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Old 23 May 2024, 19:02   #129
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I'd love to know your process, maybe in a nutshell if you don't mind writing something up? As an aspirational game developer myself (one day, maybe)
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Old 23 May 2024, 19:07   #130
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Little WIP update as I work through all the sprites into June & July.

Yummy
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Old 23 May 2024, 19:21   #131
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@tcd
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Old 23 May 2024, 19:40   #132
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I'd love to know your process, maybe in a nutshell if you don't mind writing something up? As an aspirational game developer myself (one day, maybe)
The short version...

Firstly, you need to write or acquire a game engine that will enable you to create a given game for the intended target platform(s).

Personally I start my game development journey with a game genre, title and mockup some very basic screen layouts on computer and paper.

I write up a list of possible features to flesh out the design. This list can change as the development is ongoing.

I then develop the concept ideas for the level themes and begin to design the maps and tiles.

Once the mapping is complete (always a long task usually) I then move onto sprite design to align with and suit the mapped levels earlier.

After that I chop everything up into game asset libraries.

I usually work on the game sound at this point as it's a nice break from the above.

Then I prepare the skeleton game code to get the titles and very basic game UI for front end working.

Using all the assets I created earlier I code the game in stages starting with the main player, level stuff and all the enemies etc.

Rinse and repeat that step many times...

Then create the alpha and beta versions.

Then testing with others.

Go round the testing loop until as good as can be within machine limitations and original game plan and lists created early on.

Publish game, tho this act involves many steps running in tandom with above which is another long list of instructions outside the scope of the above really.

Let it out there and hope players like it.

I pretty much do this for every game I've ever written on my own. In a game studio with a team it is not the same bag of fish really.

Hope that helps as I am now off to drink wine and eat

Last edited by AmigaDweeb; 23 May 2024 at 20:08.
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Old 24 May 2024, 06:05   #133
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Amazing! Thanks! Curious, which game engines have you used? Any that you'd recommend for a first timer?
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Old 24 May 2024, 07:39   #134
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Amazing! Thanks! Curious, which game engines have you used? Any that you'd recommend for a first timer?
Down the years I've used many engines and also written my own depending on the hardware of course. Specifically for Amiga tho, I still use a 30+ year old engine that I modify to each games requirements as needed. It's homebrew though and in part is written/cobbled together by myself, with the Amiga/Atari ST core framework being written by a close friend many years ago.

If I was starting out now as a first timer on Amiga, I would certainly consider using Scorpian Engine at the top of the list first. Developing for the Amiga platform otherwise would be a pretty extreme uphill climb for many, that would certainly stifle development without a lot of prior Amiga hardware knowledge upfront otherwise IMHO.

The hardest part about developing any game is the level design fatigue that usually comes with it and kills the release plans of many. Sometimes you have to just work through that pain to reach the end. It's very hard at times that.

Good Luck
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Old 24 May 2024, 22:08   #135
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Thanks! Sounds good, I'll take a look at the Scorpion engine. I may start out trying to write some silly useless game as a proof of concept. Game design could be fun if my ADHD allows me to finish a project.
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Old 25 May 2024, 20:57   #136
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Game art is looking really good, can't wait to see it in motion!
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Old 25 May 2024, 21:39   #137
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I said it before, and I'll say it again.
This looks like a true AAA title.
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Old 27 May 2024, 14:35   #138
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Thanks all I am currently refining the game sprites now thru to late June so they are the best that can be. Then I code it all up together pretty much.
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Old 30 May 2024, 08:44   #139
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Our hero has to defeat and tame Roar the dragon at Falkenberg Gorge.

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Old 30 May 2024, 10:34   #140
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Looks really nice!
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