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Old 05 May 2008, 17:24   #21
Thorham
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it must have been very painfulI hope that you recover soon
Thanks, I hope so, too And yes, it was quite painful
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Old 05 May 2008, 17:34   #22
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Thanks, I hope so, too And yes, it was quite painful
Good to hear that you are still in one piece.
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Old 14 May 2008, 23:51   #23
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Good to hear that you are still in one piece.
My reply is a bit late, but thanks mate
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Old 01 September 2008, 15:06   #24
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Any news?
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Old 01 September 2008, 16:35   #25
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hope your legs are fine and the ribs have heald
this is one of my faviout games so would be nice 2 see an ami version
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Old 01 September 2008, 16:52   #26
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Any news?
If you're refering to my physical state, then I'm fine now, thank you As for the port, it's on hold. It is not canned, however, and will be completed some day, and I can promise it won't take years!
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hope your legs are fine and the ribs have heald
this is one of my faviout games so would be nice 2 see an ami version
Yup, like the doctors said, everything is as good as new, thanks
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Old 01 September 2008, 17:06   #27
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If you're refering to my physical state, then I'm fine now, thank you As for the port, it's on hold. It is not canned, however, and will be completed some day.
Both sounds very good matey.

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and I can promise it won't take years!
Sounds even better.
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Old 26 July 2009, 19:22   #28
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The annual nag question. Any news?
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Old 26 July 2009, 20:59   #29
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The annual nag question. Any news?
As far as ripping more parts of the game, no. I think I have all the essentials, and the very few essential parts that might be missing are easily obtained. The rest can be added later. Same for the music, for example. Not needed in the beginning.

The problem I have now is not the graphics engine and controls, that part is easy (with stripped down graphics I can do that on a plain A500). The problem is that I want decent AI (the original AI is weak), and this is proving much harder than I thought when starting this project (even weak AI is tough when you don't know anything about the topic ). Because I have no experience with AI at all (really, none at all ), I don't even know where to start. It's anoying, and I think I'm going to have to get into to some heavy reading about this topic (oh, the fun ).
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Old 26 July 2009, 21:05   #30
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Just make the AI do silly random things in the first beta release for us
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Old 26 July 2009, 21:08   #31
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Will you release a small demo (playable or not) before you start to improve the AI? Would love to see how it looks on a real TV screen and not in an emulator/GBA.
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Old 26 July 2009, 21:10   #32
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Just make the AI do silly random things in the first beta release for us
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Will you release a small demo (playable or not) before you start to improve the AI? Would love to see how it looks on a real TV screen and not in an emulator/GBA.
Perhaps, I'll think about it. That said, I must admit that this isn't really what I want. The AI makes or breaks the game, but as long as it's clear that the AI isn't proper AI, then I suppose I could do that.
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Old 26 July 2009, 21:20   #33
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Sweet!
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Old 26 July 2009, 22:17   #34
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Seconded, can't wait!
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Old 27 July 2009, 09:16   #35
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my advice: it's been sitting on your harddrive too long: you mack motivation. Release it as is and wait for the comments => you'll get enough praise to continue, then.
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Old 27 July 2009, 17:05   #36
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my advice: it's been sitting on your harddrive too long: you mack motivation. Release it as is and wait for the comments => you'll get enough praise to continue, then.

Yep, no need to be shy.

Even Ambermoon Arcade reaped some nice comments (so far).
This is a very friendly community, you know.
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Old 28 July 2009, 00:21   #37
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Hope you get it going man
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Old 30 July 2009, 00:18   #38
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Okay guys, I've started to work towards some sort of realesable version (properly written, I'm not rushing it only to have to rewrite 90% of the code again), which means the project is no longer on hold. However, I can't show any working code yet, because I've only just picked it up, so stay tuned. When I have something interesting to show, I'll post in the apropriate forum.
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Old 30 July 2009, 00:28   #39
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Great news. Take all the time you need.
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Old 24 February 2010, 15:03   #40
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Been thinking about porting Advance Wars 2 to Aga. So far I've got just about the whole sprite set:
Attachment 15298 Attachment 15311
The ones that are missing are the different human sprites for the other four teams.

Here are all of the background anims (hopefully).
Attachment 15309 Attachment 15310
All thats needed now are the rest of the background tiles (also for winter) and all the important tiles are ripped.

Please tell me if you are interested in this port. And I'm also thinking about other gba games. Any suggestions are highly appreciated!
Good to see there still is an active Amiga community!!!

Your project is not new because i already started with an Advance Wars2 port. But still i want to encourage you to finnish it. You will get so much experience in software development. The skills you'll learn are very valuable in other area's as well.

With my project i chose to start first with an Amiga500 version no aga, because there are still a lot of Amiga's out there. After finishing i will try to get an AGA version as well.

I will put on Youtube a short movie about my project and will place the link here asap.

I wish you a lot of joy and success with your project, the journey by itself alone is worth it.
 
 


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