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Old 14 March 2019, 03:05   #881
Nightshft
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Im 100% with Damien on this.

Levelcodes good idea!
And creating a unique key and thus unique passwords on a machine might be tempting (fun for the coder), but I'd also stick with global passwords. As already said people like to share and these password lists would also be a nice promotion for the game.
Too bad you dont need computer magazines or BBS for this anymore (I loved to read the german ASM magazine) and I remember people and magazines sharing levelcodes f.e. for lemmings.

IMHO the game isn't too easy (especially when you begin with it) and it's important to give players enough "continue" possibilities. If starting with a levelcode means you get 3 lives there, one approach could be to set a number of max. "continues" that allow the average player to just reach the next levelcode. I dont think I'd like unlimited continues because thats just like unlimited lives, but I'd not make it too hard for beginning players either. Just my 2 cents.

Quote:
Originally Posted by mcgeezer View Post
Here I've added the Giant Worm that slithers along the lava and comes to the surface...
Your worm is more lethal. IIRC it only kills when it's surfaced completely?

Last edited by Nightshft; 14 March 2019 at 03:13.
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Old 14 March 2019, 14:09   #882
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I'm sorry, but I think it's a terrible idea. So far, the main ambition of this project has been to make a game as close as possible to the arcade. I vote for keeping it that way.
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Old 14 March 2019, 14:36   #883
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depends how much luck/chaos is involved. i'm not familiar with Rygar.

a lot of arcade games I used to play actually turned out to be quite bad games when I played them on MAME as you essentially became dependant on adding more credit, and the gameplay was specifically designed to demand this by throwing impossible odds at you.

the way to tell the good from the bad was often how this was implemented. if a game paused while it waited for you to add money, like final fight or the teenage mutant tortoise games, then it was typically a bad game made to hard to take as much money as you could put in. even the flyers promote this. they were designed to make money over and over. if it forced you back to the start of a level, then I guess it did expect you to crack it with enough practice, quite sure r-type worked this way.

double dragon felt like a good exception to this in that you could get good and go through it in one credit.
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Old 14 March 2019, 14:38   #884
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Quote:
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I'm sorry, but I think it's a terrible idea. So far, the main ambition of this project has been to make a game as close as possible to the arcade. I vote for keeping it that way.
You wouldn't be forced to use the passwords.
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Old 14 March 2019, 17:38   #885
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Quote:
Originally Posted by hewitson View Post
i'm sorry, but i think it's a terrible idea. So far, the main ambition of this project has been to make a game as close as possible to the arcade. I vote for keeping it that way.
+1
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Old 14 March 2019, 20:33   #886
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Quote:
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Your worm is more lethal. IIRC it only kills when it's surfaced completely?
Yup

Also, I think the Dragon Rider's jump is too high / slow.
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Old 14 March 2019, 23:07   #887
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Yup

Also, I think the Dragon Rider's jump is too high / slow.
Fixed the Giant Worm... makes it a bit easier.

[ Show youtube player ]
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Old 14 March 2019, 23:29   #888
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Fixed the Giant Worm... makes it a bit easier.

[ Show youtube player ]
Looking good, well done Graeme
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Old 14 March 2019, 23:35   #889
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Looking good, well done Graeme
Cheers Buddy!
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Old 15 March 2019, 00:15   #890
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Nice update mcgeezer, great to see new characters added

Forgive my question incase you mentioned it in recent past, the copper sky did you have plans to add it back later. I was quickly looking at your youtube post and last it was on was Feb 3 [ Show youtube player ]
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Old 15 March 2019, 00:25   #891
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Nice update mcgeezer, great to see new characters added

Forgive my question incase you mentioned it in recent past, the copper sky did you have plans to add it back later. I was quickly looking at your youtube post and last it was on was Feb 3 [ Show youtube player ]
Yes mate they will be coming back at the same time i fix the background waterfalls properly, its a little tricky to code so will need to dedicate a good chunk of time to it.
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Old 15 March 2019, 01:19   #892
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Don't want people to miss out on levels they can't get to.
Indeed; as a casual gamer I'm unlikely to ever play a game all the way through but I do like to have a go at every level. I realise I'm not the core audience but I suspect there are more casual gamers out there than the hardcore variety.
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Old 15 March 2019, 04:25   #893
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Thanks mcgeezer, no worries

As a slightly related thing, was looking at other Rygar related info (branding/flyers etc for arcade)
https://www.arcade-museum.com/game_d...p?game_id=9386
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Old 17 March 2019, 21:12   #894
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Another update.

I had some time this afternoon to add the last of the enemies that would appear in the first 4 rounds of the game, the dreaded Lavaman.

I'm very pleased with the way this enemy has turned out as it is extremely close to the arcade, what remains is to add the fireballs that he spits out but I need to write a general 16x16 and 16x8 blitter routine anyway for other things, for example when Rygar hits an enemy there is a little explosion, or in specific parts there are fireballs coming up from the ground...so I'll include the routine to handle all of those.

For those wondering the Lavamen are all hardware sprites while the Giant worms are all bobs.

From now on I'll concentrate on recreating the first 4 rounds of the game, tweaking the enemy speeds and debugging where needed (the game has lots of bugs).

Here's a nice video straight from WinUAE...

http://www.seismicminds.com/downloads/LavaMen.mp4

and a crap Youtube version of the same video...

[ Show youtube player ]
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Old 19 March 2019, 10:41   #895
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If you encoded your video in HD you could have it running at 50fps on youtube
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Old 19 March 2019, 12:23   #896
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If you encoded your video in HD you could have it running at 50fps on youtube
I do encode them at 50fps using handbrake.
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Old 19 March 2019, 12:31   #897
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I'm not sure if YouTube supports 50 fps at the lowest resolutions. You'd probably need to encode it at 720p (preferably with no smart interpolation, just by doubling the pixels).

The game itself is amazing work, in any case!
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Old 19 March 2019, 21:13   #898
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Indeed, for 50/60 fps the minimum resolution is 720p.
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