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Old 24 October 2016, 19:22   #21
Lazycow
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Promising, except that dither in the background graphics.
But hey, concentrate on one project!
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Old 24 October 2016, 20:10   #22
Tigerskunk
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Originally Posted by Lazycow View Post
Promising, except that dither in the background graphics.
But hey, concentrate on one project!
Will replace that background graphics anyway, because at the moment I am using 32 colours, and I want to reduce that to 16.
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Old 31 October 2016, 13:56   #23
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Small update (since nothing new and fancy can be shown at this point)....

Still working on my BOB engine, having some problems with coordinates and blitting into a scrolling screen.

Hopefully I will resolve this today...

I guess after that I can finally move into building a proper first level with enemies, usw.
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Old 06 November 2016, 14:20   #24
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Simple timer based scripting engine added..

[ Show youtube player ]

You can see it in action here, stopping and restarting the scrolling...
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Old 06 November 2016, 16:24   #25
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What's this at then end? Workbench-2 with kickstart-1 blue-orange color scheme? Uh oh...
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Old 06 November 2016, 16:58   #26
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What's this at then end? Workbench-2 with kickstart-1 blue-orange color scheme? Uh oh...
Please don't mention it...
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Old 08 November 2016, 11:11   #27
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Scripted moving animated enemies now included.
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Old 08 November 2016, 11:14   #28
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Good stuff! Do you intend to release it as a full game, or is it more a tech demo to you atm?
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Old 08 November 2016, 11:59   #29
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Good question. I don't really know, to be honest.

I guess in the end it's all about staying motivated to go on. At the moment it's still a lot of fun, since the original Amiga chipset has a lot of little things that keeps trying out stuff interesting.

My goal is, to have at least one playable level with a boss fight at the end.

Still a long way to that, though...
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Old 08 November 2016, 12:33   #30
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Good question. I don't really know, to be honest.

I guess in the end it's all about staying motivated to go on. At the moment it's still a lot of fun, since the original Amiga chipset has a lot of little things that keeps trying out stuff interesting.

My goal is, to have at least one playable level with a boss fight at the end.

Still a long way to that, though...
True, motivation is key in any project! I guess the biggest motivation for me is getting things to work and seeing it running, plus the guys on here of course.
Some people myself included have a few projects on the go at once, you can burn yourself out and end up hating something if you work on one project for too long, others can do it without issue though, as you say as long as the fun is there its not a problem.

Once things get to a playable stage post the demo on here and we're help and give feedback where possible
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Old 08 November 2016, 12:59   #31
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Some people myself included have a few projects on the go at once, you can burn yourself out and end up hating something if you work on one project for too long
Yeah, that's what I do as well with the Kung-Fu game on the side. If I feel i had to much of SHMUP coding, i just go on a bit with that, drawing or coding something for the other game.
That helps..

Thanks for you helping words...
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Old 28 November 2016, 11:06   #32
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[ Show youtube player ]

Small update. Implemented a double buffer, so I can finally use my BOBs everywhere on the screen.

Plus I can now have BOBs that are using 4 additional colours instead of only 7 using a small trick... (not mixing though. So these are not BOBs made of 11 colours, but either 4 colours of one plaette or 7 of the other.)

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Old 28 November 2016, 12:20   #33
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Where do the additional 4 colors come from? From the back-playfield?
Sounds nice initionally, but usually you want to have dark colors in the background and bright colors for the moving objects, so I suppose it might not help much...
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Old 28 November 2016, 18:20   #34
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Yep, back playfield.

I use four colours for the scrolling parallax plane and four colours for BOBs, and these BOB colours can be freely assigned. So these background BOBs colours can be as as bright and colourful as you want (in my video the blue shaded Bobs are background BOBs. Have a look at the attachment with the screenshot. You can see it more clear there).

At the moment I just set a flag in my BOB struct, and then the BOB is automatically assigned to the background or foreground, using the same position coordinates (either the BOB data or the background colour palette needs to be adjusted, though, so it doesn't look too garish).

Very comfortable and makes for much more colourful dual playfield games (which I want to concentrate on a bit in the future)
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Old 28 November 2016, 19:07   #35
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Ah, ok, if you reserve some colors then this might work better.
But as usual, there's a drawback: 7+8 color dual playfield mode uses the whole DMA bandwidth and the CPU will sleep. With 4+7 color dual playfield mode, you would have more CPU time left. But if your code is fast enough, then why not...
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Old 28 November 2016, 21:24   #36
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But if your code is fast enough, then why not...
Exactly.
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Old 29 November 2016, 14:59   #37
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nice project and nice graphics! Can you provide us with a demo so we can start and enjoy it on real hardware instead of cold youtube videos? please
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Old 29 November 2016, 15:33   #38
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Old 30 November 2016, 08:18   #39
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nice project and nice graphics! Can you provide us with a demo so we can start and enjoy it on real hardware instead of cold youtube videos? please
Will try to get something together soon that I can upload...
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Old 30 November 2016, 14:13   #40
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you're the man
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