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Old 18 January 2019, 09:01   #621
Steril707
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Originally Posted by DJ METUNE View Post
Because also every new pattern adds an extra 1024 bytes to the filesize, I try to keep the amount of patterns to a minimum. I therefore loop ranges in the patterns everywhere it's applicable and even jump to other sections in other patterns in order to reuse note data for repeating parts. Playing also with the lowest ticks as possible to make use of all precious capacity of every line. Sometimes even half the speed on parts where only 8th notes is required. Everything as long as it doesn't affect the perceived accuracy.
Wow, you are really "stepping up the game" when it comes to mod creation for games here...

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Old 20 January 2019, 00:53   #622
mcgeezer
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Update here as I've been working on the consistency in the game...
Things like redrawing the scene when Rygar loses a life and fixing the sanctuary scene when entering a new round.

Here's my current bug list...
  • 001 Platforms do not redraw after loss of life. [Fixed]
  • 002 Items and Stones are not initialised at game start
  • 003 Sometimes platforms appear on opposite side of screen
  • 004 Getting killed next to platform does not end life (locks the game)
  • 005 Santuary carousel not syncronised with Rygar
  • 006 Sprites are not clipped on Y Axis
  • 007 Player restarts at beginning of round after first [Fixed]
  • 008 Sometimes background colours do not work after round starts
  • 009 Scrolling off by 1 issue when canvas is redrawn (after losing a life) [Fixed]
  • 010 Top left of tomb tile appears in tile maps
  • 011 Getting killed and entering carousel somehow resurrected Rygar
  • 012 If Rygar dies then he needs to be placed on top of an object
  • 013 Small GFX glitch over lives counter
  • 014 Drones sometimes cause Rygar to jump instead of death [Understood]
  • 015 Rygar death sequence starts after game restart
  • 016 Objects on canvas draw has crap behind them.

If you spot more bugs then feel free to reply!

[ Show youtube player ]

Few more Ronnies then off to bed!

Geezer
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Old 20 January 2019, 01:05   #623
4pLaY
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Looks sweet mcgeezer, looking forward to seeing this one finished :-).
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Old 20 January 2019, 12:07   #624
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Stones at the end of level watching at the opposite... watching right instead of left just before the hero touch them to enter or exiting the bonus room..
Don't know if I'm clear
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Old 20 January 2019, 13:55   #625
DamienD
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I understand what you're saying foul. Your post is in relation to the metal statues at the end of round; which Rygar rotates.

Besides your points, the second one when leaving is too far right.
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Old 20 January 2019, 14:04   #626
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Yeah, i’ll add that to the bug list.
Thanks gents
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Old 25 January 2019, 00:39   #627
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Unfortunately I haven't been feeling well since the weekend so not much coding has been done, however mostly fighting fit again I was able to get back to coding tonight so I've added the scoring and bonus routines.

Still lots of bugs but it's nearly there.... probably another hour work and it'll be sorted.

Note - The sound is not right due to the speed of my systems ability to record and WINUAE running.

http://109.228.4.199/rygarscore.mp4


[ Show youtube player ]
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Old 25 January 2019, 01:16   #628
Reido
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Wow!
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Old 25 January 2019, 01:55   #629
DamienD
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Awesome Graeme
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Old 25 January 2019, 11:30   #630
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This is looking amazing !
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Old 25 January 2019, 12:05   #631
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Best WIP ever
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Old 25 January 2019, 13:25   #632
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(what else to say ??)
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Old 27 January 2019, 22:26   #633
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Here's another hardware performance test video...

On this one I've fixed a shit load of bugs but also brought back the hardware sprites.

I get lots of comments like "Why does it need AGA?", "It should run on OCS?", "Why does it need so much memory?"...

An OCS/ECS machine can't do this - simples.

This means I can start adding the other enemies so things should pick up quite quickly now.

[ Show youtube player ]


http://109.228.4.199/RygarHardwareTest.mp4

Note - If you listen you can probably here the rain bouncing off the conservatory and my little Boy in the background!

Geezer
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Old 27 January 2019, 22:38   #634
Steril707
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No way in hell someone could have produced this game as arcade like as this version is in OCS.
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Old 27 January 2019, 22:42   #635
ross
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Absolutely awesome
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Old 28 January 2019, 01:06   #636
seuden
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Awesome stuff Geezer.
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Old 28 January 2019, 02:46   #637
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Quote:
Originally Posted by mcgeezer View Post
Here's another hardware performance test video...

On this one I've fixed a shit load of bugs but also brought back the hardware sprites.

I get lots of comments like "Why does it need AGA?", "It should run on OCS?", "Why does it need so much memory?"...

An OCS/ECS machine can't do this - simples.

This means I can start adding the other enemies so things should pick up quite quickly now.

[ Show youtube player ]


http://109.228.4.199/RygarHardwareTest.mp4

Note - If you listen you can probably here the rain bouncing off the conservatory and my little Boy in the background!

Geezer
Love the new video, it really shows off that the game will be nice and busy

As for the A1200 vs A500 stuff, I've always been surprised at just how many people don't grasp that the 68020+2MB chip+AGA really does offer a lot more power than the base A500 with 1/2 MB of extra memory does.

It's probably because most people feel AGA was a poor upgrade that only offered extra bitplanes and in the process forget the wider sprites/faster bitplane fetches, plus the little details. Details such as the base AGA model being powered by CPU that is over 2x the speed of the old base OCS model and the same new base model having 4x the (chip) memory to play with.
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Old 28 January 2019, 03:18   #638
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Very, very impressive, how fast all elements come together now to build an authentic arcade replication. May I ask: Where did you learn your structured approach towards project management, and which kinds of tools or methods do you use?
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Old 28 January 2019, 13:47   #639
DamienD
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Guys, please don't post comments in any "Entry:" threads under the Coders. Entries section.

This is only for the game authors to post updates in...

Instead, post your comments / feedback in the "Discussion:" threads under the Coders. Contest section.
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Old 28 January 2019, 14:47   #640
mcgeezer
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Very, very impressive, how fast all elements come together now to build an authentic arcade replication. May I ask: Where did you learn your structured approach towards project management, and which kinds of tools or methods do you use?
Thanks Richard.

I'm not sure I ever learned a structured way to project management as I tend to just break everything down into smaller chunks so they all become achievable with visual milestones.

When coding I to try and achieve visual and then non-visual outcomes - this helps morale on my side of things as it shows progress for time spent.

It helps to have a love of problem solving and an above average tolerance to being persistent, this comes from my day job in computer security/pen testing, to know when to ask for help but learn from it.

As for tools I just use Excel to track those smaller chunks of work and ordering them, I use Draw.Io (glorified Visio) sometimes to help with ordering, a pen and paper and the usual debuggers.

I use two debuggers in WinUAE and MonAM. WinUAE for debugging the nitty gritty stuff but MonAm for doing general debugging as it's much easier to navigate.

Here is what the project currently looks like from my Excel sheet.

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