24 May 2022, 22:39 | #1321 |
Registered User
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Location: Peterborough
Age: 47
Posts: 841
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Is there any indication of when the game might be released?
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25 May 2022, 01:22 | #1322 |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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Looks amazing! Is that toothy guy capable of facing different directions? He's not looking head-on toward the player.. Being able to sneak up on enemies like in Wolf3D would be awesome! (sorry if this has already been answered in a dev video or something)
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25 May 2022, 13:55 | #1323 |
Registered User
Join Date: Feb 2021
Location: Katowice
Posts: 26
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What do You think about full game protection with internet connection?
Something like CAM (conditional access module) and ECM system. Maybe this one WiFi modem? WiModem232 Maybe other online protection system. |
26 May 2022, 02:51 | #1324 | |
Zone Friend
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Location: Kent
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Quote:
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26 May 2022, 11:53 | #1325 |
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Join Date: Feb 2021
Location: Katowice
Posts: 26
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I think it would be very nice! Just before the release of the full version of the game.
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26 May 2022, 13:59 | #1326 | |
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Join Date: Apr 2018
Location: UK
Posts: 487
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Quote:
I've got a better idea... it should use the Robocop 3 dongle instead. |
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26 May 2022, 14:46 | #1327 | |
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Age: 55
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Quote:
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26 May 2022, 15:37 | #1328 |
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Location: Warszawa / Polska
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I got feeling somebody is trolling in this thread.
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26 May 2022, 18:07 | #1329 |
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Join Date: Feb 2021
Location: Katowice
Posts: 26
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As You wish
[ Show youtube player ] Last edited by TymoDEV; 26 May 2022 at 18:15. |
26 May 2022, 18:53 | #1330 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,289
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26 May 2022, 19:01 | #1331 |
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Location: UK
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27 May 2022, 00:45 | #1332 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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None for now. The game has still a long way to go for a final release, both on the code and art side.
Quote:
The Shambler monster is just an idle/still for the moment. As with most monsters, he's planned to only have forwards facing directions. This is mostly for ram saving purposes. We do have to fit it all on 512k+512k, so such compromises are needed. We may have a couple monsters with more directional frames though (f.e. this new 'eye' monster) and there's also the possibility of back looking idles for sneaking up on enemies. |
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27 May 2022, 18:31 | #1333 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 158
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@Tsak
Any chance for a new public beta release? |
28 May 2022, 00:45 | #1334 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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You mean something like the first demo? We've got a "big map" which I have been polishing and updating with many new features recently. If we get it to work we might release it eventually as an official follow-up to the first demo.
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28 May 2022, 00:54 | #1335 |
HOL/FTP busy bee
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Location: Germany
Age: 46
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28 May 2022, 01:01 | #1336 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 158
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Yeah something like the first demo of last October, it would be nice to try an updated demo with all the latest engine fixes, the new playable elements of the game, textures, monsters etc :-)
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28 May 2022, 19:47 | #1337 |
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Age: 50
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@Tsak do you still regularly test it on actual (real hardware) vanilla (1MB) A500 / A600?
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28 May 2022, 21:02 | #1338 | |
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Quote:
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28 May 2022, 21:40 | #1339 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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24 June 2022, 04:05 | #1340 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Here's something special, for a long time we've been talking in the team about music for the Amiga version and what style and direction we should go with. Given the fact KK has plans to eventually make his own custom format (which will include wavetable synthesis, as well as normal sample support) we've been pushing this discussion further down the line.
However the Amiga version has remained silent for too long and while the talk and speculation in the community about this issue is frequent, I thought it would be nice to do some testing and explore a few possible tunes. Not long after, I had in my hands a brand new track I was pleased with, but it felt it belongs to some intro or main menu (rather than in-game), so I decided to double down and also do some additional audio/visual testing, pairing the track with a possible intro. The following video showcases that experiment. Note that the track is a legit Amiga mod. There's still a slight possibility we get mod support eventually and if not then it will have to be remade in the new format (if we stick with it). As for the visual part, it's currently a mockup (i.e. not running on Amiga) however the effects showcased are stuff we can do (so the whole deal remains plausible). Enjoy [ Show youtube player ] |
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