19 October 2015, 23:49 | #41 |
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Nice Thanks a lot.
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20 October 2015, 11:21 | #42 |
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I would disable shadows as default, because they slow down the game and look pretty bad (shadow overlays the opponent)
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20 October 2015, 13:26 | #43 |
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[ Show youtube player ]
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20 October 2015, 14:58 | #44 |
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ok, I play it a bit, it's still bad game for me, just a little less bad. You made interesting stuff with it, now I want to play as red cyborg If You are interested with adding more fixes to it I propose to make proper cd32 pad control. Add button for block, and 3 buttons for different attacks. Also scrolled backgrounds and add music for stages, but I think it's too hard. Also reduce hit boxes for some opponents so they have to come closer to player to have successful punch.
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20 October 2015, 17:44 | #45 |
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How is the intro different from the old one? I can't find out the difference in the video s2325 posted :/ It doesn't have the bits where the Cyborg is built.
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21 October 2015, 06:36 | #46 |
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@ransom @reido Cheers!
@viddi Cheers. I actually turned on the shadows by default as they weren't previously - I know they're a bit glitchy but overall I thought it looked a bit better with them on. @s2325 Thanks for posting to youtube incidentally with Crusher doing a round-house kick seems to be the best strategy - kick at him a second before he's about to come into range with his clippers. Also, it was heart breaking to see how close you got to beating him :/ @Gzegzolka a little bit less bad is basically all I could have hoped for, so I'm glad to have achieved that . All of your suggestions would be great but far beyond my programming ability. Although I -might- have a look at putting block on the Blue button sometime. @akira The new cdxl intro is in a separate file which plays when it's booted on a real CD32 (the youtube video was filmed by starting the main executable directly in workbench, so you don't get to see the new intro). It's basically just a trimmed version of this - [ Show youtube player ] Last edited by earok; 21 October 2015 at 06:49. |
21 October 2015, 10:41 | #47 |
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It's not my YouTube account.
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31 October 2015, 01:42 | #48 | |
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Quote:
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31 October 2015, 01:53 | #49 | |
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Quote:
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22 October 2016, 00:52 | #50 |
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I've made an official downloads page for the project. There's also a preinstalled WHDLoad version for HDD users (which is based on the CD32 files).
http://earok.net/game/rise-robots-se-agacd32 If there's any interest I *may* look at applying the changes to the standard AGA or ECS versions (if anyone's really interested in playing it on a stock A1200 or A600) |
22 October 2016, 02:16 | #51 |
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Great work! Thank you. I will get my SX32 Pro soon and test it!
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22 October 2016, 02:24 | #52 | |
CaptainM68K-SPS France
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Quote:
The problem lies in the game code, they have converted the PC version on the A1200, the problem is that the PC version had a frameskipper included. This has not been removed, and since then, the game engine autolocks on the 68020 clock speed. That's why some frames are skipped. They are inside the sprite tile banks, i checked the game tiles with maptapper. I guess the coders never had the time to properly adapt and convert the PC engine for the AGA machines. That's why you get all sorts of bugs on screens, palette bugs and so on. Have you noticed that Ken and Deejay have bugs from the start ? |
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22 October 2016, 02:37 | #53 |
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The download page for the WHDLoad version did not work on 3 of the 4 browsers tested. Earok, would you mind if I mirrored it at my site so it can be downloaded by non-Internet Explorer users?
Last edited by Minuous; 22 October 2016 at 03:08. |
22 October 2016, 09:57 | #54 |
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@dlfrsilver that is very interesting. I can only hope the source surfaces so someone can do a proper tidy up.
@minuous I don't have any problem with all with that idea, I know Mega is temperamental at best. But it's entirely possible I may need to take the project down in a hurry.. |
22 October 2016, 10:54 | #55 |
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@dlfrsilver
What do you think, would it possible to fix this? I am no coder, so sorry for the stupid question. |
22 October 2016, 15:17 | #56 | |
CaptainM68K-SPS France
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Quote:
I'm sure a part of it in C (how stupid, since the CPS2 arcade code is full ASM !). |
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06 November 2018, 21:54 | #57 |
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I would like the Whdload version, but only find the ISO at earok site (http://earok.net/game/rise-robots-se-agacd32), unable to see how to start it without burning it, got no cdrom connected to the Amiga these days..
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07 November 2018, 00:09 | #58 |
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You're in luck kris
...I still have this on one of my many external HDD's; I downloaded after earok's initial release: RiseOfTheRobots_AGA_SE [earok].zip Now in The Zone! for you. ...no idea why earok has removed this from his site though?!? |
07 November 2018, 03:03 | #59 |
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Who knows thanks for sharing that.
I think when I lost my Mega account I only got around to reuploading the CD32 version, though from memory the 'AGA' version is just the CD32 version bundled with the WHDLoad slave. I'm planning to look at properly re-releasing it (with a new ECS edition) but I'm not totally sure when I'll get around to it. |
07 November 2018, 09:35 | #60 |
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AHh there it is Thx Damien and Earok for your nice work
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