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Old 02 January 2015, 14:05   #21
hipoonios
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CTRL+C works here. I guess you have something in your startup that remapping CTRL+C to something else (copy text?). Or perhaps you use AmiKit or something like that with dozens of patches in the startup?

Last edited by hipoonios; 02 January 2015 at 14:12.
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Old 02 January 2015, 14:30   #22
ransom1122
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Thank you hip
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Old 02 January 2015, 15:47   #23
liviux76
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I tried the game on my A600 with A604 and ACA620 and it seems to work perfectly, no slowdowns at all even if I played just for ten minutes and not tested it thoroughly...
Good job!
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Old 03 January 2015, 00:48   #24
TjLaZer
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Weird, I get lots of slow downs once the scene gets busy. And I have a ACA630/25MHz....
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Old 03 January 2015, 01:46   #25
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Have to say it looks great. But even on my A4000/040 it seems quite jerky. Also the inertia is too much for my tastes - makes it very tricky to play which is a shame.
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Old 05 January 2015, 12:19   #26
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Good going Hipoonios. Always great to see new games being released. I'll be downloading this later tonight
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Old 06 January 2015, 12:02   #27
Michael
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Smurfs and Superted run fairly well on my real miggy, and I like the game design, plus a few surprises I did not expect to see. But what put me of is the sluggish controls (unless it was designed to be that way and increase difficulty level) but the skating effect is really a pain when playing on a joypad and trying to jump platforms.

Beeing based on the amos engine, the quit combo and temporary switch to wb works too (kind of multitasking here), but knowing amos, it's really odd why it is slowing down for some, it should be fairly fast on 020 with fast ram. Unless backbone code is not optimal in some places, really a shame.

Looking forward to any other productions
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Old 06 January 2015, 12:16   #28
hipoonios
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This game is more an UAE game than a Amiga game because it runs so slow on real Amigas

I have posted the AMOS source HERE. Maybe someone who is good at AMOS can find a way to optimize the code so it will run better? If someone finds way i would be very happy
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Old 06 January 2015, 14:17   #29
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Good game jumping need little practice but I still think it's good game.
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Old 06 January 2015, 17:47   #30
Michael
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Done some experiments, and it's not that easy to start.
You need to have a few extra extensions in the amos system assigned in correct places.
If all is done well then things start to work good.
The code is well commented and has a lot of redundancies for other game types including the BB hacker group ;-)

So it can be easily upgraded with new effects and tweaked in places.
But it does use a few commands from the extra extension and these requires investigating as to what they do.
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Old 06 January 2015, 18:43   #31
hipoonios
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Thank you very much Michael for taking your time looking at the BB code! You seem to be good at AMOS

I would be more than grateful if you could find a way to speed up the game just a bit.

Also, some of the most important fixes i need for my upcoming productions:

* Learn us how to make the score counter to reset after game over
* Learn us how to make our own Copper backgrounds. There is only five to choose from in BB and all look crap!

These things is not used in my Smurf game. So I guess it's hard for you tell us how to do it without source.

You will of course be credited in all my future productions!

edit: I managed to rip the extensions that BB temporary saves to RAM:. Don't know if you need them? Boo Boo said in the Backbone thread they are just the same extensions that comes with Amos Pro. Just renamed. Have uploaded them HERE.

Last edited by hipoonios; 06 January 2015 at 19:59.
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Old 07 January 2015, 07:23   #32
Michael
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* Learn us how to make the score counter to reset after game over

This should be easy, just reset the global variable in the main game loop (on begin new game screen)
Do you have a score ? I have not seen any on screen.


* Learn us how to make our own Copper backgrounds. There is only five to choose from in BB and all look crap!

Also should not be too difficult, if I remember correctly there was even a copper editor for this, so all you have to do is place the generated colour code line inside the code and that's it.
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Old 23 January 2015, 17:42   #33
hipoonios
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Smurf Rescue can no longer be downloaded. See why here: http://eab.abime.net/showthread.php?t=76750
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Old 23 January 2015, 17:55   #34
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What about Dave Hasler's work, I think you should live in deep woods for some time.
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Old 25 January 2015, 23:09   #35
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Comment moved to other thread...

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Old 06 February 2015, 14:58   #36
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Old 06 February 2015, 21:18   #37
dreamkatcha
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Ha! 8 whole bits no less? What is it, a Smurf-themed Megadrive clone? Often these plug and play TV gizmos just come with a single game, but this has a cartridge slot.
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Old 07 February 2015, 01:59   #38
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Just read the posts... Sorry to hear of your legal troubles hipoonios. Hope it all planned out okay. 2000 euros to get someone to write to you to say there was copyright infringement? Wow, I think we're in the wrong profession. It's a shame, if they had any sense, they would have said to strike a deal for official release.

Anyhow, you might want to start a donation thread if not already done so, there may be people who can assist in your financial predicament if required.
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Old 07 February 2015, 07:15   #39
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Quote:
Originally Posted by dreamkatcha View Post
Ha! 8 whole bits no less? What is it, a Smurf-themed Megadrive clone? Often these plug and play TV gizmos just come with a single game, but this has a cartridge slot.
It's Famiclone. They cant surprise me any more... My favorite is "Ending Man Terminator"
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Old 26 February 2015, 16:11   #40
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New episodes of Ducktales will be released. New Amiga games with ducks may not be welcome for some time.
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