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Old 10 February 2016, 20:15   #21
Adrian Browne
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There has been a resurgence in higher quality games recently, tanks furry; physical release, Re-shoot; mooted for a physical release and a few more.

I loved Gunlord on my Dreamcast. Nostalgia trip, trip. I hope something may come from this game, I guess time will tell.

Perhaps a small playable demo written in amos might encourage a programmer to get onboard and re-write it in blitz or such.

Well, good luck and keep us posted if you make any progress with this project.
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Old 10 February 2016, 20:33   #22
Mrs Beanbag
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graphics look good!

but just a tip. maybe you could read up on the science of palette choices, there are colours in your palette that are very rarely used
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Old 10 February 2016, 20:43   #23
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Thread title is misleading though, there's not actually any new Amiga platformer :P
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Old 10 February 2016, 22:07   #24
Mrs Beanbag
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yeah it also says "Amiga (sic)" but "Amiga" is spelt right... confused
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Old 10 February 2016, 22:45   #25
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Quote:
Originally Posted by Mrs Beanbag View Post
yeah it also says "Amiga (sic)" but "Amiga" is spelt right... confused
Maybe it's 'sick' but spelt wrong. Sick innit bro? See, I'm down with the kids.
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Old 10 February 2016, 23:54   #26
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There some big Bobs in Seemore Doolittles Toyland Capers and some other games by Brian Bell
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Old 11 February 2016, 15:18   #27
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Why not?
Most of the silly stuff you hear about Amos is just gibberish from people who have no idea - and have decided because so and so said it must be true they have no idea what there talking about - to be honest me posting this is pointless some people will never change - I might port my code to Blitz but theres really not much point only it would appeal to some people more just because its in blitz?

Sometimes you read threads where ssomeones loaded in a iff with flashy graphics and people jump on this - I will never support these threads I think I have a good judge on what will work and what wont.
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Old 11 February 2016, 15:28   #28
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imho AMOS provide lot of tools for graphic, music... etc. which work pretty good in some way. Somebody like these tools, somebody not so, somebody prefer and can write them from the scratch. I remember shock when I before 20 years move to PC platform and confrontate myself with Turbo Pascal and some C language... It almost instantly kill all my coding attempts... :-D Coding in AMOS then was fun, hope it still will be for today. Ok, I retire for some time from forum, and try to do some work.
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Old 11 February 2016, 15:32   #29
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Blackgoat maybe you should use a different language - to me Blitz is a bit pointless unless I use the basic side as it has wierd Blitz only syntax and learning 68k asm is a total waste of time to me - maybe C?

Last edited by Retro1234; 11 February 2016 at 15:40. Reason: hhhhhhhhhhhh
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Old 11 February 2016, 15:47   #30
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Yeah, learning C is a great idea if your goal is to learn C instead of actually finishing something.
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Old 11 February 2016, 19:34   #31
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Yeah, learning C is a great idea if your goal is to learn C instead of actually finishing something.
that goes for everything in this house...
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Old 14 March 2016, 20:38   #32
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Ok, now I have this:



Its only AMOS, without TOME extension, and It scroll quite fast in 8 directions... Most stupid decision was tile size 20*20 pixels... It need to be toned down to 16*16, so now I am scaling and rewriting all tiles :-) But IMHO it still looks good...
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Old 14 March 2016, 21:04   #33
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Yeah, looks good.
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Old 19 March 2016, 11:30   #34
Blackgoat
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:-) [ Show youtube player ]
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Old 19 March 2016, 12:16   #35
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make the palette more flexible (you use same hue ramps all over and looks amateur), improve the main sprite and could be great
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Old 19 March 2016, 13:21   #36
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About sprite, walking still looks weird and I am not sure about outlines. What else need to improve?
About palette, you think palette in general, or colors used in map? I use generally abour 4 tones of green and brown, eight tones of grey (including b+w), and one or two from other colours

More people say that my palette is not optional, but I dont know how to make it better. The aim is colourfull, comics style, a bit like it was in old NES games... I like, for example, Bitmap Brothers style, which in some of their games is nearly monochromatic, and still looks artistic and awesome, but IMHO it not suit for my game.

I use amiga as 13 years kid, and now it is 20 years later, so I am lacking some basic skills - if you can give me more advice, I will be happy. Thx,
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Old 19 March 2016, 14:48   #37
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a good palette is a palette that colors communicate between them, so is more flexible, so more capable to give impression that there are more than 16 colors in example here. Also there are some rules, blue can be used as a shadow for green, yellow as a highlight for green, etc.

btw bitmap brothers games look good because they use pro artists like Dan Malone!




and palette applied



yes, same 16c all around

Last edited by nobody; 19 March 2016 at 21:38.
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Old 19 March 2016, 15:10   #38
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Thumbs up

looks great
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Old 19 March 2016, 20:13   #39
Mrs Beanbag
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Try reading this for some theory and examples
http://pixeljoint.com/forum/forum_posts.asp?TID=12795
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Old 19 March 2016, 21:33   #40
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the colors and the graphics are not bad now, they are good but they are just too old school for me.
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