18 January 2014, 18:34 | #1 |
Gets there in the end...
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JetHunt AGA - Coming soon 2014 (sorry!)
[EDIT] Link to original thread: JetHunt AGA - coming 2013...[/EDIT]
Sorry all, I didn't manage to get this out in 2013 so I've created a new 2014 thread (but feel free to merge if this is the wrong thing to do) - had some display issues and some silly bugs which stalled me over Christmas. Many thanks to Lielo for his help. It's still coming, and to prove it here's a new vid. Now some of the effects are flicker based and seem to pulsate on the vid but they are shown at least. [ Show youtube player ] is the new vid. Now to get back on track and to code the rest of it! Coagulus Last edited by Coagulus; 19 January 2014 at 16:22. Reason: Added reference to original thread. |
18 January 2014, 19:10 | #2 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
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Wow, definitely coming along nicely. Some good effects there by the looks of it.
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18 January 2014, 20:13 | #3 |
Zone Friend
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Looks great, well done! Looking forward to it.
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18 January 2014, 20:17 | #4 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,436
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Nice H.E.R.O. clone.
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18 January 2014, 20:42 | #5 |
Autistic 'n IRN!
Join Date: Jul 2012
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Hmm doesn't look too bad, more like a PD game
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19 January 2014, 20:05 | #6 |
Gets there in the end...
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A quick update:
Still fits on a single floppy! Just. Although I could crunch the exe and get more I reckon. (Anyone recommend a good AGA executable cruncher?) Some of the sound effects are in and working, sadly the music and sound effects option is working but not properly so I may have to do music OR sound effects. I hope not, more coding needed... And more still to do, like fix level 10 so I can continue, the map is messed up there at the moment. Onwards.... Coagulus |
19 January 2014, 21:42 | #7 |
Glastonbridge Software
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Location: Edinburgh/Scotland
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are you crunching the data?
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19 January 2014, 22:10 | #8 |
Registered User
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It is possible to do that from within Blitz, although it requires the appropriate library.
You can see an example of the expected compression at the bottom of the page here: http://cd.textfiles.com/amigama/amig...rweshapes.html |
19 January 2014, 22:40 | #9 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
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Does anybody have any information on how Blitz libraries work? I might look into writing some if there is any good documentation available.
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20 January 2014, 00:24 | #10 | |
Gets there in the end...
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Quote:
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20 January 2014, 00:57 | #11 |
Registered User
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http://www.david-mcminn.co.uk/blitz-...ves/documents/
Also official library developer info & explainlibs on the same site. I hope all the stuff is still intact. |
20 January 2014, 14:47 | #12 |
Zone Friend
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Good luck with your nice game
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22 January 2014, 19:25 | #13 |
Gets there in the end...
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Cheers guys, am still determined to finish this. And also determined to get it looking as good as I can. The game has been "haunting" me as something I should finish since the 90s! Once done I shall be writing more games for the Miggy for sure.
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20 February 2014, 21:34 | #14 |
Registered User
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I love hero so Im looking forward to this. Great FX and music btw
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25 April 2014, 11:58 | #15 |
Gets there in the end...
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Another (belated) quick update:
I'm still here, time has been very limited of late but I'm still chipping away at it. Sprite movement is working correctly now Collision detection is in All 20 levels can be played through now with minor bugs to be fixed still got some enemies to code in for the later levels (tentacle, raft, crushing walls) level complete routine done still fits on a single floppy, and I haven't compressed any files yet! known bugs/problems to fix: Graphical glitches before screen change, intro to titlepage to game and back etc music in outro is playing badly, may need another playroutine despite being in the same module as the rest of the music laser goes through walls and hits baddies at the moment explosion sprite's colours look off explosions of walls and baddies continue to the next screen and reappear on previous lava is a little high up, need to lower it or game will be impossible! seems to run sluggish without fast ram installed... (not sure why yet) But I'm still getting there! Coagulus |
26 May 2014, 15:10 | #16 |
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Hi Coagulus! I love seeing updates about your game, I'm really looking forward to playing it on my Amiga! H.E.R.O is one of my favourite games on the Commodore 64, I have it on cartridge and think it's so cool that you're making an AGA Amiga update of this legendary game.
Did you know that the Amiga community has declared that Jay Miner's birthday, May 31st, shall forever be known as International Amiga Day?! Well, at least one guy did so a bunch of us are going along with it, why not? To celebrate this special event many developers are going to release something for the Amiga community to enjoy on the day and I was wondering if this is something you'd like to join in with? Some ideas for you to try: * Invite all of your friends over for an Amiga games day and get them to try JetHunt. * Get really stuck into it, finish making the whole game and release it! * If it's not ready yet, could you make a short demo for us to try? * If a demo is something that is more effort than it's worth at this point, a new video on YouTube showing us the current state of your progress would still be very welcome! I'm going to set up a web page with information and links to lots of recent game and software releases with details on competitions, radio stations, chat rooms and live video feeds that people might be streaming on the day so we can all keep in touch and celebrate internationally. I'd love to bring more attention to your game through this web page and the Facebook group for International Amiga Day if you'd like. |
27 May 2014, 00:03 | #17 | |
Gets there in the end...
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Quote:
Awesome idea, don't think I'll finish it in time but I'll see what I can put together for the day. I'm off work tomorrow so fingers crossed I can get lots done. |
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11 July 2014, 17:45 | #18 |
Gets there in the end...
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Update of sorts:
Apologies guys but I hit a mental block where I couldn't even look at the code to JetHunt for a month or two now. I decided I needed to do another short project quickly. More info to come in the next few hours. (don't get too excited mind! ) I'm back coding JetHunt now. Hope to get at least a playable demo out soon... Coagulus |
04 August 2014, 13:58 | #19 |
Gets there in the end...
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Quick update,
Writing Amiga4096 was good to get me back into working on JetHunt. Here's how it's going from my code comments. (yes, I know slowly! ) Code:
To do ----- Titlepage - yes, some glitches which can be fixed later Maingame - no tentacle, raft, deadly blocks yet gameover - yes! drawscreen - done I think! dopause - yes - needs something onscreen though... movehero - yes! deadhero - yes - needs tweaking for restart and bomb anim dobomb - yes! pauses during death sequence at the moment collidebombhero - yes collidebomb - yes with hero and walls and they disappear dolaser - yes, does go through walls at the moment though collidelaser - walls, Bat, moth, snake, lamp, spider done dolava - yes! And it worked first time! Better than PC version! getcontrols - yes mapcol - yes drawbads - all bar tentacle, raft and crushing wall done initbads - yes collidebads - lamp, bat, miner, spider and moth in so far levelcomplete - yes! restartlev - done! setupvars - yes - called initvars in this one resetcount - yes about - yes dostars - yes intro - yes! Some timing tweaks maybe outro - yes, some issues with the music so far... dohighscores - not yet! domenu- yes initscores - yes initopts - yes Known bugs ---------- When lava there, bottom is quite difficult, needs tweaking Menu restores to an old state when coming from About page Weird screen glitches in between titlpage/game/intro etc Music sounds off on outro, may need another playroutine... laser goes through walls and hits baddies at the moment points explosion returns when reentering screen sometimes explosion of wall appears on the next screen explosion sprite doesn't look right, bitplanes look wrong piece of wall missing when snake is killed wrong frame showing after death and sprite drops in collision needs a little work for accuracy tweaks/compromises when dead, sometimes hero is brought back in the wall! Seems to be slow on bare A1200, not optimised code yet though |
04 August 2014, 18:59 | #20 | |
AMOS Extensions Developer
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Quote:
I have a similar list in the start of my own (ASM) game, and am looking forward to playing JetHunt AGA sometime in the future... or tomorrow if I can find a time machine! |
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