16 October 2018, 14:29 | #161 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 327
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Looks fantastic!
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16 October 2018, 16:05 | #162 |
Registered User
Join Date: Mar 2017
Location: London
Posts: 124
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Agreed. Really inspirational too.
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16 October 2018, 16:07 | #163 |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,979
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17 October 2018, 09:36 | #164 |
Registered User
Join Date: Aug 2018
Location: Barcelona / Spain
Posts: 19
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Wow! Looks totally great!!!
Looking forward to see more. Maybe next vid could show a final boss? (I hope there will be final level bosses ) |
17 October 2018, 11:20 | #165 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
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Nice videos, I like how it looks, there is some fair challenge
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17 October 2018, 20:42 | #166 |
Registered User
Join Date: May 2017
Location: AmigaLand
Posts: 459
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Very good game in the way for sure. You know how to produce good colors schemes.
I noticed a nice transparency/blending (?) effects with your big yellow shots, it adds a nice dynamic touch. |
18 October 2018, 10:01 | #167 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Quote:
That's simply blitting just one plane, easy to replicate. You need to test this with your backgrounds though and take care your palette order works with that. |
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19 October 2018, 00:58 | #168 |
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Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 403
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30 October 2018, 13:27 | #169 |
Registered User
Join Date: Oct 2018
Location: Denmark
Age: 39
Posts: 6
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Hugely inspirational to see how this project has evolved. Kudos for navigating through the many design decisions and keeping the resolve to see the project through to (near) completion
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30 October 2018, 13:49 | #170 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
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Oh, wow man! Stunning!
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05 November 2018, 17:20 | #171 |
Registered User
Join Date: Oct 2007
Location: Toronto, Canada
Posts: 1,594
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looking so forward to buying this game
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13 November 2018, 10:08 | #172 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Thanks for your kind words, everybody...
I made a lot of progress over the last few weeks, but also notice that designing levels that are really fun to play isn't the easiest thing.. Will need a couple of playtesters soon... |
13 November 2018, 16:56 | #173 | |
Registered User
Join Date: Oct 2018
Location: Denmark
Age: 39
Posts: 6
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Quote:
Sounds like fun. PM me if you find yourself in shortage of playtesters |
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03 January 2019, 18:20 | #174 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Some new impressions of the game...
[ Show youtube player ] |
03 January 2019, 18:39 | #175 |
Registered User
Join Date: Jul 2010
Location: sthlm
Posts: 226
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looks great!
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03 January 2019, 18:56 | #176 |
Registered User
Join Date: Jul 2011
Location: UK
Posts: 341
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This looks great every time I see it. The latest video being no exception. Awesome work
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03 January 2019, 19:45 | #177 |
Registered User
Join Date: Jan 2018
Location: currently in Glasgow, from Derbyshire/England
Age: 50
Posts: 172
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fantastic work!
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03 January 2019, 20:19 | #178 |
Registered User
Join Date: Jun 2016
Location: Oviedo
Posts: 357
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Awesome work.
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03 January 2019, 20:24 | #179 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
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looks fantastic!
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14 January 2019, 14:47 | #180 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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some notes about the development of Inviyya...
In the beginning, I wanted to start a dev blog here, but my style of development is so unlinear it doesn't make much sense. Sometimes i am just working on palettes and redesigns for a while, and then I code again. Lot of that is super boring shit. Also I had some breaks that lasted for months time. Over the last two years, I noticed that game dev is a lot of repetition of things you thought you already had taken care of. But with each redesign of the game, and there were two of them, I usually had to re engineer some other things as well. And that took me a lot of time unfortunately. Also in the beginning, my ambition was to develop a simple 8 colour scrolling shooter. With a few enemies. One level. So, nothing really special... But I really was never satisfied with what I had at hand, plus I really loved taking what the Amiga has in its chip sets and experiment A LOT of what could be done with it. Sometimes I just spent weeks experimenting, or implementing something that I really didn't need in the end, but was fun to try out.. The Amiga is a hard to to tame, but very deep beast. It's and incredibly nice experience if you are a coder and equally a pixel guy, since you can try out all kinds of weird tricks. After the biggest scope creep I ever experienced developing a retro game, now I have a 16 color parallaxing SHMUP game with four levels, some extra weapons, Hi Score List and animated enemies that nearly feels (in my opinion) like a commercial game from back in the day.. It's still a long way to go, but I start to see "the exit". Hopefully you guys will like what I cooked up.. Anyway, I already have some game ideas for the time after "Inviyya", OCS and AGA (got my self a 1200 these days... ) |
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