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Old 08 July 2020, 13:47   #61
manossg
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I would also like to be up to date with any (however small) progress in this port through this thread.
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Old 08 July 2020, 14:00   #62
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I mean, some of the best and most informative threads here on the EAB began like this.

And if this doesn't get finished, nothing is lost either.
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Old 08 July 2020, 14:05   #63
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Please continue here with the updates.
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Old 08 July 2020, 14:11   #64
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Indeed, updates are nice to have even at this early stage
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Old 08 July 2020, 18:08   #65
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So I guess I'm in the minority here and it's likely a battle I won't win.

All I'll say is this:- I've had nothing but support from the EAB on my posts of project updates, but I do actually show something visually because it helps with feedback and generates discussion in what is a discussion forum.

It's not that I'm not grateful of the updates here, it's just they're not adding much value in my eyes (for me at least).

I'll be passive about it from now.
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Old 08 July 2020, 21:05   #66
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there is nothing to win, you already did that with your offers.
we just say our opinions like you :-)
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Old 20 July 2020, 18:36   #67
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Music is coming along nicely in latest update
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Old 08 August 2020, 17:57   #68
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Thumbs up

I went to the site, and listened to the music from the title screen, and industrial area. Really fantastic! Better than the arcade !!
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Old 08 August 2020, 18:07   #69
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It sucks that we don't have updates here.
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Old 19 August 2020, 17:09   #70
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From the site http://www.electriccafe.xyz/double-dragon

"An alternative option will be to see if we can use the TFMX music system (used in games like Turrican). As this will give us upto 7 channels of music (I think) and I believe this gets mixed in software down to 1 output channel, leaving 3 channels for SFX."

I think TFMX is great, but it suffers from one major flaw,
the performance impact.
And that's why it was only used in the title screen with 7 channels and
not during gameplay (Turrican 2).
I found this video on YT which talks about a similar audio
engine but which should impact much less on performances,
maybe it could be used instead of TFMX. Who knows!

[ Show youtube player ]

Last edited by skyzoo73; 19 August 2020 at 17:25.
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Old 19 August 2020, 17:18   #71
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To be clear, TFMX was used in game for Turrican/Turrican 2. But just in 4 channel mode, rather than 7 channels
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Old 19 August 2020, 21:12   #72
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Quote:
Originally Posted by roondar View Post
To be clear, TFMX was used in game for Turrican/Turrican 2. But just in 4 channel mode, rather than 7 channels
Just to add TFMX is using the CPU to mix so its not useful in game.
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Old 25 August 2020, 10:15   #73
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Hi guys, thank for the messages of support.

Thank you to skyzoo73, that info is super useful, great video too.

Also I was recently featured on the Pixelated Audio Podcast, and I speak for about 10 mins about the coding and music for this project. Please check it out:

https://pixelatedaudio.com/aqua-kitty/

I will continue to post updates on my site as it's a nice convenient place to keep all my dev posts together.

Mark
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Old 25 August 2020, 14:46   #74
skyzoo73
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Quote:
Originally Posted by ElectricCafe View Post
Hi guys, thank for the messages of support.

Thank you to skyzoo73, that info is super useful, great video too.

Also I was recently featured on the Pixelated Audio Podcast, and I speak for about 10 mins about the coding and music for this project. Please check it out:

https://pixelatedaudio.com/aqua-kitty/

I will continue to post updates on my site as it's a nice convenient place to keep all my dev posts together.

Mark

Well ! If you don't mind, whenever there are updates from your site I will mention them in this thread. OK?
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Old 25 August 2020, 16:36   #75
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Quote:
Originally Posted by skyzoo73 View Post
Well ! If you don't mind, whenever there are updates from your site I will mention them in this thread. OK?
Of course no problems thanks!
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Old 25 August 2020, 19:44   #76
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You know that gig you gave me? Still going on
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Old 15 September 2020, 00:48   #77
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13th September 2020 Update !

"Locked framerate & state machine

We now have our game loop locked at 50fps so each frame is 20ms in realtime. This is important to get in place as it will effect the timings of everything from animation to the feel of the game. If a beat’em up is not fluid and reactive to the joystick input then there is no point. We aim to make the fighting in this port fast and furious so it feels like a proper scrap.

Additionally we have been finishing off the logic of the state machine for the player, and getting it working just right.

From here I will be concentrating on coding the game engine, the AI, hit points etc.. this can all be done with simple rectangles for now. But while i’m working on that my friend will be sorting out displaying graphics onto the screen, and then onto some simple scrolling."

http://www.electriccafe.xyz/double-dragon
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Old 15 September 2020, 13:35   #78
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awesome progress!
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Old 15 September 2020, 15:22   #79
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We love 50fps
Looking good! Keep on the great work.
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Old 15 September 2020, 21:00   #80
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Too early to comment. Just keep on working.
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