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Old 26 May 2020, 22:37   #1
ppill
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Escape Velocity WIP

A quick look at a new game we're ("On IT!") working on. After Chips we wanted to go for something more fast paced. I wanted to do a sci-fi game. Had this idea for a robot trapped in a mine on Mars. Puzzle style game. Was struggling with the game mechanics and saw the playthrough of [ Show youtube player ] for the Mega Drive... and it clicked. The movement made sense in zero gravity so changed the setting to a space station. The robot's called Velocity and trying to escape the ship overtaken by an AI gone rouge. The game play will be similar to Old Tower but will have different levels and enemies plus a new puzzle/dexterity element.

It will work on OCS, 1MB and up.

The tileset as of now. Still not final and many things will change.



Example of a level:


Tech Demo of the engine:
[ Show youtube player ]


Full 32 colors for the foreground, 8 cols for the sides using repeating 32x32px tiles and a 16 color parallax. The play area is 240x448px.

I'm sure sandruzzo (who did the code) will be happy to answer more technical questions.

Tell us what you like, want needs to change and what features would you like to see implemented.
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Old 27 May 2020, 10:50   #2
sandruzzo
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So far, so good! Going after 50hz game.
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Old 27 May 2020, 12:38   #3
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Quote:
Full 32 colors for the foreground, 8 cols for the sides using repeating 32x32px tiles and a 16 color parallax. The play area is 240x448px.
This sounds interesting - so this is not a dual playfield but a 32 colour screen? Why only 8 colours at the side - surely you could use all the 32 colours too?

How do you get a 16 colour parallax layer behind the 32 colour screen?
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Old 27 May 2020, 13:32   #4
DamienD
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When I saw the thread title I thought you were porting the MAC game --> Amiga

https://macintoshgarden.org/games/escape-velocity
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Old 27 May 2020, 13:48   #5
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Quote:
Originally Posted by Havie View Post
This sounds interesting - so this is not a dual playfield but a 32 colour screen? Why only 8 colours at the side - surely you could use all the 32 colours too?

How do you get a 16 colour parallax layer behind the 32 colour screen?
The parallax sprites share the last 16 colors of the palette. 8 colors to save on DMA cycles I think. I'm out of my depth here but sandruzzo should provide more details.

@DamienD

Someone over at ppa.pl thought that as well Seems like a cool game.
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Old 27 May 2020, 14:01   #6
sandruzzo
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@Havie

So far side wall can use the whole palette, but if I need DMA cicles to runat 50 hz, I hade to cut down there some planes.
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Old 27 May 2020, 14:02   #7
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@Havie


Parallax layer is made by sprites, and Iìm gonna try to scroll it, by changing only Sprites' copper pointer, and do some changes too into sprites' data. I have to try it
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