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Old 12 August 2018, 01:21   #141
mcgeezer
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Quote:
Originally Posted by DamienD View Post
Very impressive indeed mcgeezer

I love the way you're tackling important game mechanics first like level scrolling; getting this running perfectly before moving onto the next big thing.

I'm no coder but your logic / approach is great; after the above, building / snapping on each addition function / layer etc...

I'm sure everything will come together nicely
Thanks buddy... I appreciate the inspiration! It really does help!

Update...

So this morning and tonight I worked on some more of the scrolling... there's still some bugz but it's getting better.

Now the video below is taken straight from WinUAE with no filter because I wanted to show that the scrolling is smooth, when I use OBS this isn't immediately obvious.

The eagle eyed among you will notice that I've put in gradient backgrounds
with the copper which really makes the scenery look the business, I haven't went too mad though but as it is different from the arcade you can let me know if it's an improvement or not for the Amiga.

[ Show youtube player ]

OBS Version here.

[ Show youtube player ]

Fixed the sunset round too - real pain it was.

Getting there with the scrolling then the real hard work starts.

Geezer

Last edited by mcgeezer; 12 August 2018 at 01:32.
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Old 12 August 2018, 07:30   #142
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it looks beautifull.
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Old 12 August 2018, 09:30   #143
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It looks superb ! WOW !
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Old 12 August 2018, 12:11   #144
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Looking good mcgeezer

Just an observation though as I had a bash on the arcade version.

There's not enough sky and looks like the background needs to be lowered; here are some example images from the arcade:







If you compare these with your version at the same spots you can see what I mean e.g. you don't see the full river and the water in the background is below the tree branches
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Old 12 August 2018, 12:21   #145
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I think he knows this, he is just focused on making scrolling smooth first.
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Old 12 August 2018, 12:25   #146
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Probably, but just in case I thought I should mention
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Old 12 August 2018, 14:07   #147
mcgeezer
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Probably, but just in case I thought I should mention
Spot on mate... fixed it now. Changed copper a little too.

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Old 12 August 2018, 14:14   #148
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Btw - If anyone would like to work on improving the backgrounds of Rygar then please be my guest. The background images are 1600x112 or 1600x184 in 8 colours.

Along with the copper this is one of the few advantages the Amiga has over the arcade in that we can really improve the backgrounds graphics wise because they are not tile based.

Just drop me a PM if you want more detail.

Geezer
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Old 12 August 2018, 14:46   #149
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Another small thing; which you also probably already know

The large lake / water background part doesn't start showing until a few screens before the first tree with the split branch. When you are directly underneath this it looks like:



Also, when you've reached close to the end of the stage, the large lake / water background part is still going:



I've noticed in the arcade version the first stage starts with the mountains / volcano:



Also there are two "rivers" displayed in the background before the large lake / water part appears.

Guess this means that your background starting point seems too far ahead i.e. at the second river.

Anyway, these are only small observation; by no means criticism my friend... totally understand that the game is still in early stages

Last edited by DamienD; 12 August 2018 at 17:10.
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Old 12 August 2018, 19:55   #150
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Now will ask an obvious question but is the parallax background tiled too like in the arcade or is a single picture?
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Old 12 August 2018, 20:25   #151
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Now will ask an obvious question but is the parallax background tiled too like in the arcade or is a single picture?
Tiled in the arcade.

As I'm not running dual playfield mode I don't have any indepentent scroll registers to make them tiled on the Amiga, what I do have though is a shit load of memory to compensate
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Old 12 August 2018, 20:47   #152
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heheh LOL XD !
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Old 12 August 2018, 23:52   #153
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Tonight I did a major tidy up on the code... organised everything into proper sections and documented the nuts off everything.

Also fixed the background positions (cheers @DamienD).

Also fixed (well patched) the broken tiles when switching rounds...

Got to say - it looks really nice, well pleased. I'll take a short break now before starting on the sprites.

[ Show youtube player ]
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Old 13 August 2018, 00:21   #154
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Great progress mcgeezer, adding the nice copper effect certainly enhances it.
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Old 13 August 2018, 00:24   #155
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Also fixed the background positions (cheers @DamienD).
The background is still not quite there yet when compared to the arcade i.e. use the large lake / water part for comparison at various points throughout the stage; but much better than before

Maybe it's scrolling too fast?

Quote:
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Got to say - it looks really nice, well pleased. I'll take a short break now before starting on the sprites.
Keep up the good work my friend
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Old 13 August 2018, 00:36   #156
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The background is still not quite there yet when compared to the arcade i.e. use the large lake / water part for comparison at various points throughout the stage; but much better than before

Maybe it's scrolling too fast?


Keep up the good work my friend
You know what? I think it might be scrolling too fast, if so its good as i will have less blitting per frame. Will check tomorrow.
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Old 13 August 2018, 05:27   #157
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scrolling fast right now, but once sprites will be there it will slow down a bit i think ?
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Old 13 August 2018, 07:49   #158
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scrolling fast right now, but once sprites will be there it will slow down a bit i think ?
It doesnt quite work like that.
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Old 13 August 2018, 08:59   #159
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ok
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Old 13 August 2018, 12:03   #160
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are you able to extract the data for the levels like enemy placement,platform placement, player stats, enemy stats?
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