04 September 2019, 14:03 | #281 |
pixels
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
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Wonderful effort your great looking game Steril707, exciting to know you have almost finished.
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04 September 2019, 19:58 | #282 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,520
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Quote:
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04 September 2019, 23:13 | #283 | |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 873
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Quote:
I dont know if you've mentioned it already but what gfx program do you use? cheers |
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05 September 2019, 00:01 | #284 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
It's a very simple but fun multiplayer game. But the really funny thing is that I am nearly sure the code for its options menu is actually BIGGER than the game logic itself. And yeah, very boring to do. |
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05 September 2019, 08:43 | #285 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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I always chuckle when I read that "Oh wow, I got my scrolling going, will release game next week" stuff.
That's like not even 2% of creating a whole game. There is so much shit going on behind the screen that you won't even ever notice as a gamer. I got so much more respect now for the coders of back in the day. |
05 September 2019, 10:02 | #286 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,411
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Yeah, the problem of getting the basics working (such a scrolling screen with some bobs on it) is not that much work and makes it look like you're very far along.
I suppose that's good for motivation... Until you realize how much is still left to do |
05 September 2019, 10:33 | #287 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Quote:
People show off their fancy scroller or prototype of some BOBs moving, and everybody immediately assumes what they see is an almost complete game. And the person showing off already got his positive reaction. But when you realize how much of work it is to get all that stuff shown "dynamic", plus also coding loaders, tools for asset creation and bundling, hi score lists, enemy spawning systems, enemy "ai", sprite multiplexers etc etc etc most people just say "fuck it", and leave. Btw, I am not talking about you here, Roondar, since you are always making clear that you are making tech demos.. Loved your video about that free form sprite layer tech a lot... Last edited by Tigerskunk; 05 September 2019 at 10:54. |
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05 September 2019, 10:51 | #288 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,411
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To be fair, those tech demos started out because I just love to tinker with stuff and the Amiga chipset offers so much room to tinker with
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06 September 2019, 07:32 | #289 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,520
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Quote:
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06 September 2019, 07:40 | #290 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Haha, exactly...
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06 September 2019, 08:11 | #291 | ||
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Quote:
Quote:
In my opinion the key to a game is getting a good sprite driver up and running, when I say good I mean plenty of them all working independent of each other with animation. I can attest that scrolling is a very small percentage of a game, the biggest and most frustrating part is the debugging, sometimes I look at a bug I have and go 'I have no idea what is causing that'... sometimes it screws with my confidence which when that happens is best to walk away for a while. Here's a look at the number of assembler lines in Rygar... Code:
Graeme@HYPERSPIN MINGW64 /c/Development/Rygar/s $ find . -name '*.asm' -exec wc -l {} \; Lines File Percentage 0 0.00 3002 ./ptplayer.asm 8.39 1355 ./scroll_horizontal.asm 3.79 1353 ./round.asm 3.78 1070 ./sprite.asm 2.99 1013 ./enemy.asm 2.83 919 ./sanctuary.asm 2.57 904 ./hiscore.asm 2.53 895 ./copper.asm 2.50 889 ./round_events.asm 2.48 882 ./menu.asm 2.46 824 ./enemies/rider.asm 2.30 750 ./panels.asm 2.10 688 ./rygar.asm 1.92 650 ./macros.asm 1.82 623 ./enemies/lavaman.asm 1.74 601 ./background.asm 1.68 597 ./enemies/tribesman.asm 1.67 581 ./stone.asm 1.62 572 ./enemies/monkey.asm 1.60 538 ./intro.asm 1.50 538 ./item.asm 1.50 531 ./enemies/giantworm.asm 1.48 502 ./display.asm 1.40 466 ./enemies/griffin.asm 1.30 466 ./loader.asm 1.30 455 ./gamenotes.asm 1.27 446 ./enemies/rhino.asm 1.25 440 ./enemies/dragon.asm 1.23 422 ./enemies/ligar.asm 1.18 410 ./unpack.asm 1.15 408 ./enemies/drone.asm 1.14 405 ./enemies/bigrhino.asm 1.13 386 ./enemies/mutantfrog.asm 1.08 382 ./enemies/villager.asm 1.07 374 ./hwspr.asm 1.04 358 ./score.asm 1.00 351 ./enemies/giantdemon.asm 0.98 351 ./scroll_vertical.asm 0.98 344 ./enemies/evilcomes.asm 0.96 344 ./interupts.asm 0.96 333 ./endseq.asm 0.93 328 ./diskarm.asm 0.92 327 ./enemies/lizard.asm 0.91 322 ./loadinfo.asm 0.90 306 ./enemies/fireball.asm 0.85 305 ./round18_events.asm 0.85 288 ./enemies/cavebat.asm 0.80 287 ./enemies/lavaspit.asm 0.80 287 ./enemies/liztongue.asm 0.80 285 ./enemies/weapon.asm 0.80 277 ./enemies/fish.asm 0.77 264 ./ropeline.asm 0.74 261 ./enemies/special.asm 0.73 255 ./enemies/crab.asm 0.71 233 ./round17_events.asm 0.65 225 ./tile.asm 0.63 217 ./enemies/rock.asm 0.61 214 ./enemies/ape.asm 0.60 210 ./enemies/hammer.asm 0.59 203 ./const.asm 0.57 203 ./enemies/squirrel.asm 0.57 200 ./enemies/rocket.asm 0.56 199 ./bonus.asm 0.56 198 ./round6_events.asm 0.55 186 ./memory.asm 0.52 183 ./music.asm 0.51 182 ./setup.asm 0.51 158 ./colour.asm 0.44 153 ./system.asm 0.43 146 ./hitpoint.asm 0.41 144 ./enemies/skeleton.asm 0.40 138 ./enemies/testsprite.asm 0.39 130 ./caption.asm 0.36 127 ./input.asm 0.35 113 ./enemies/crowd.asm 0.32 109 ./round11_events.asm 0.30 107 ./enemies/reaper.asm 0.30 101 ./linedraw.asm 0.28 95 ./round23_events.asm 0.27 95 ./round9_events.asm 0.27 86 ./enemies/shield.asm 0.24 64 ./round24_events.asm 0.18 63 ./text.asm 0.18 50 ./round5_events.asm 0.14 39 ./tables.asm 0.11 15 ./round30_events.asm 0.04 Last edited by mcgeezer; 06 September 2019 at 09:53. |
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06 September 2019, 08:38 | #292 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,858
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06 September 2019, 09:25 | #293 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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@Geezer: Woah, lots of files...
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06 September 2019, 09:44 | #294 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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06 September 2019, 09:50 | #295 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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06 September 2019, 09:57 | #296 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Quote:
Yeah, I have thought a few times how big it stacks up against other platformers from back in the day. The source to those games though are not exactly laying around to peek so I doubt I'll find out. |
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06 September 2019, 10:53 | #297 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,411
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The full source code (and source data) for Turrican 3 is online somewhere. That might give an indication.
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06 September 2019, 12:14 | #298 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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06 September 2019, 12:33 | #299 | |
Registered User
Join Date: Apr 2012
Location: Cardiff
Posts: 406
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Quote:
I don't know if it's ego or childish optimism, but deep down I never really learn. It's just as well, because I probably wouldn't attempt anything if I was more realistic about the seemingly endless drudge required to finish something off. |
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10 September 2019, 02:15 | #300 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 985
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Looks superb now. Physical release please. Immediate purchase for me.
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