16 June 2020, 12:03 | #21 | |
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Logically seen, that's how the middle point of the pipe is calculated, for the Amigo to slide down. I guess, for horizontal pipe, the star would be at the bottom ? Anyway it's nice to see how other approach the level logic. |
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16 June 2020, 13:30 | #22 |
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Ah yes, so - each pipe has two symbols. The symbol on the left side of the pipe is the kind of pine (entrance, exit etc), the symbol on the right is the link to the adjacent pipe. This seems to be true except for end level pipes, which have an entirely unique symbol.
It's quite a clever way of handling it really, it means that you can implement the entire level as just tiles without needing to apply 'metadata' on a tile by tile basis. In Scorpion I've implemented the pipes a little differently - "in" pipes are still flagged by special tiles, but once you trigger them I've hard coded where each tile leads. Getting through level 2. Edit: Fuck it, going to scrap Mario character because lawyers. Last edited by earok; 16 June 2020 at 14:27. |
16 June 2020, 23:13 | #23 |
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^ No! Keep it the same as the 1994 port. N does not care about the Amiga or the 1994 PC DOS port.
Last edited by TjLaZer; 16 June 2020 at 23:25. |
17 June 2020, 01:43 | #24 |
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17 June 2020, 02:53 | #25 |
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There was a lot of fake news about the Commodore 64 port about N threatening action or forcing the download links down, but that never happened.
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17 June 2020, 03:06 | #26 | |
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But still, here's the thing. The game isn't just meant to be a "Mario game, but for Amiga". It's meant to be a Scorpion demo/sample that anyone can download and remix into a different game. By all means, anyone is welcome to put Mario art back into it and release their own thing when it's done |
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17 June 2020, 04:06 | #27 |
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Call the cat/fox thing "Mario".
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17 June 2020, 05:30 | #28 |
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17 June 2020, 05:48 | #29 |
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That replacement was a wise move.
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17 June 2020, 09:12 | #30 |
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17 June 2020, 09:47 | #31 |
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ehh, it's kind of too late now, I didn't think to take a backup of the Mario art before I started replacing it (having said that, everything I did was a copy+paste from a sprite sheet and a slight resizing from 20 pixels wide down to 16)
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18 June 2020, 02:52 | #32 |
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No, you're absolutely right to swap it out. Anyone commenting on what it looks like is spectacularly missing the entire point of you showing it off.
Better to avoid that distraction. |
18 June 2020, 07:19 | #33 |
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Reminds me of Moktar that gave birth Titus the fox (it wasn't for the same reason)
Personally I'd like to have Mario graphics somewhere available. GG Sisters was sued even without Mario. And if the original DOS port wasn't sued, I really don't think that one will be. |
18 June 2020, 09:29 | #34 | |
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I thought, because the Gred sprite format would be easy to convert, to write one.
But the second thought was: Look if someone has done it, already. And someone did ! Quote:
At the end of the article, there is a downloadable source code of the converter for the Gred sprites. Luckily the code does not need to be compiled, to view the graphics or sprites. |
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18 June 2020, 09:55 | #35 |
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The sprites are already here - https://www.spriters-resource.com/pc...s/sheet/91898/ - though I did manually print screen some that aren't present (such as the glitter effect when you pick up coins)
Anyway, little gif trailer thingy. |
18 June 2020, 21:57 | #36 |
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how many colors are there? this palette looks so perfect!
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18 June 2020, 23:03 | #37 |
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It's a 32 color palette. Scorpion now has some automatic AGA enhancements, so it'll show as 24 bit on AGA and 12 bit on OCS/ECS.
Source: https://opengameart.org/content/kenney-16x16 Honestly, the performance isn't so great on A500 settings, but it is what it is. I figure it could be squeezed down to 16 if I used less variety in colors for the enemies, backgrounds etc. |
19 June 2020, 00:05 | #38 |
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I know, right! wizards can make a game look good on A500 with proper colors & speed. Us other mere mortals need a more powerful machine... Even with 16 colors I couldn't get a decent speed for my Bagman game, using C++ and blitter all the way...
Your engine looks excellent. Too bad I can code in asm / C / C++ so I'm not allowed to use it Is it using interleaved bitmaps? cos it could then use one blits for all bitplanes, allowing faster/parallel processing with the CPU with only one blitwait before the blit. Since it's an engine, it's worth doing. |
19 June 2020, 00:20 | #39 | |
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To be honest, I guess it doesn't matter too much if the first release needs an A1200 to be enjoyable. The engine will gradually be more optimised, and perhaps someone can help in the future squeezing it down to 16 colors. There's also no support for HW sprites yet which'll definitely need to be done in future. |
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19 June 2020, 01:21 | #40 |
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I can use Blitz but if I'm ever to make platformer I'm gonna use this
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