English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Contest

 
 
Thread Tools
Old 15 September 2018, 23:20   #281
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 525
A quick update here to say the vertical scrolling is in progress. For some reason I'm finding this difficult to do, it is a real brain teaser.

The process of doing it effectively means you have to split the video display in two at a Y position and display the upper half and lower half of the display.

I have not implemented the copper routine yet but it is close.

As you can see, round 5 is implemented here and I have put triggers in place via the tiles to switch off/on the background blitting, enable/disable vertical scrolling and trigger the round starting and ending.

The difficulty comes in that the rounds with vertical scrolling all have different geometry to the standard rounds which are 176 tiles by 12.

Anyway, here's the updates.

The mangled Youtube version ... [ Show youtube player ]

The WinUAE version that I pretty much see while testing...

http://109.228.4.199/rygar_13.avi

Taking a break now as off on my holiday! yiihhh hahh..

Geezer
mcgeezer is offline  
Old 16 September 2018, 01:34   #282
DamienD
Global Moderator

DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 41
Posts: 12,180
Enjoy your well earned holiday and look forward to updates once back; these are the highlight of my continuous "EAB working week"
DamienD is offline  
Old 16 September 2018, 23:03   #283
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 525
I don't go on holiday until tomorrow.

So with that said... here's the vertical scrolling now implemented (with a couple of bugs though... but no biggies).

To say I'm happy with this is an understatement!

Youtube...

[ Show youtube player ]

What I see... straight from WINUAE

http://109.228.4.199/rygar14.mp4

I'm happy now... can enjoy my jolly.

Geezer
mcgeezer is offline  
Old 17 September 2018, 01:00   #284
wodan
Registered User

 
Join Date: Feb 2018
Location: Kidderminster
Posts: 2
great progress! enjoy the holiday
wodan is offline  
Old 17 September 2018, 09:32   #285
Hewitson
Registered User
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 35
Posts: 2,494
Quote:
Originally Posted by vulture View Post
Really? Is that a retail joystick? Who would've thought with all those knobs and what-not on it! Really thought it was custom-made. Brilliant!
I believe it's actually a joystick for a Supergun (a device which allows you to play JAMMA arcade games on a TV).
Hewitson is offline  
Old 17 September 2018, 15:27   #286
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 525
I was giving a bit of thought today on how i could improve the game over and above what it is now and i’m considering adding an option to search for pieces (impossible mission style) in each of the rounds.

I guess from a story perspective you i’m thinking about scattering pieces of ‘the sword of argus’ that rygar must find.

So i’m thinking about an arcade and story mode option.

What do people think about the idea?

Geezer
mcgeezer is offline  
Old 17 September 2018, 16:20   #287
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 477
I think it's a pretty good idea actually

The only question I came up with is how that would work given the rather linear progression of the levels (as in, there are no separate paths/mazes in the levels). I guess you could hide them in invisible tiles or put them in hard to reach spots? Or perhaps hide them as drops from specific monsters/chains of monsters?

But the basic idea, yeah - sounds good!
roondar is offline  
Old 17 September 2018, 17:02   #288
DamienD
Global Moderator

DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 41
Posts: 12,180
I'm of the opposite view; personally I think just sticking with the original is what everyone has been dying to have on the Amiga.

You have enough work to do on this without adding other "modes"

...but obviously it's your port though so do as you see fit
DamienD is offline  
Old 17 September 2018, 17:26   #289
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 808
I'd love to have a story mode if you feel that there's time and space for that!

@Hewitson

thx for the info!
vulture is offline  
Old 18 September 2018, 23:44   #290
saimon69
J.M.D - Bedroom Musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 845
on the NES Rygar is in story mode and not a straightforward port, maybe create an alternate map set for it?
saimon69 is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Entry: Rygar AGA Edition mcgeezer Coders. Entries 27 16 September 2018 23:03
On the Ball - World Cup Edition AGA djcasey request.Old Rare Games 4 25 January 2013 12:39
On The Ball League Edition AGA , Player Manager 2 StarEye Games images which need to be WHDified 11 22 January 2010 18:21
The Vague #1 AGA-RTG edition is released ! kas1e Amiga scene 12 30 October 2007 00:27
On The Ball: World Cup Edition AGA CodyJarrett request.Old Rare Games 11 27 May 2003 06:14

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 15:26.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.
Page generated in 0.07837 seconds with 15 queries