11 May 2012, 11:10 | #381 |
Puttymoon inhabitant
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When the Downfall AGA is finished I would provide it to Amiga Future for their cover CD as well, what do you think?
http://www.amigafuture.de/kb.php?mode=article&k=4126 |
11 May 2012, 11:49 | #382 |
Lone CBM user
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Hi guy's i just went to the downfall website and the link to the jaguar game video is dead now, it say's.
This video has been removed by the user. Sorry about that. |
11 May 2012, 11:58 | #383 |
Puttymoon inhabitant
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Damn.
Okay, I replaced it with link to another video. Thank you for spotting the problem. |
11 May 2012, 19:09 | #384 | |
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Quote:
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11 May 2012, 21:43 | #385 |
Puttymoon inhabitant
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I hope AGA version will be finished then.
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12 May 2012, 01:17 | #386 |
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Oh it will be finished, don't worry about that... then I can work on something new
I have one or two ideas in mind... AGA may not be needed though... |
14 May 2012, 20:47 | #387 | |
Puttymoon inhabitant
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Quote:
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14 May 2012, 23:54 | #388 |
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Dude, I've done nothing since then! I'll release a WIP2 when I've done enough stuff to justify it. Probably fixing the music on/off bug and adding CD32 pad support to pause/quit etc. Just need to find the time and motiviation to do it; sometime this week with any luck.
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21 May 2012, 09:20 | #389 |
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Well maybe "sometime this week" was pushing it
But still, in a rare outbreak of enthusiasm, I managed to code CD32 pad support last night so pausing, music on/off etc can all be done via the joypad. The highscore routine still hasn't been updated but you can now press fire to skip past it so it will still work fully on a stock CD32, you just can't enter your name. Next up: update the music on/off code and then I'll finally release a second (and almost certainly final) WIP. |
21 May 2012, 10:28 | #390 |
Puttymoon inhabitant
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I would like to see the background color changing in action asap.
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21 May 2012, 23:09 | #391 |
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Definitely this week, I promise!
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21 May 2012, 23:57 | #392 |
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Hi, How about parallax scrolling in AGA, you said that you may consider?
That would give a nice depth to the game. Thanks |
21 May 2012, 23:58 | #393 |
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That's exactly what we have done
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22 May 2012, 02:23 | #394 |
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24 May 2012, 09:24 | #395 |
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New WIP definitely coming this weekend
Just one or two very minor issues to iron out but it will happen, honest! |
24 May 2012, 10:58 | #396 |
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sounds great, looking forward
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24 May 2012, 12:28 | #397 |
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Cant wait for the finished AGA source for me to have a read through
I'm still keen to learn Blitz2 but the limited documentation is driving me crazy |
25 May 2012, 03:24 | #398 |
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Here is a real crackpot idea for this game. The background would be a skyscraper and the players window washers. A lightning strike has fused the power switch on the winch so it can't be stopped. There are a finite amount of rungs on the scaffolding. The skyscraper scrolls up one story only after all the windows on that floor are washed. The goal is to reach the ground floor before all the rungs are gone. Maybe a tolerance of 30 feet above ground and points deducted for a fall.
The main power ups to be collected are fresh pails of cleaning solution and new squeegees. Initially, a status bar would show the level and color of the solution. The color would start out as a light blue and gradually darken to brown as more dirt is cleaned. The lighter the color, the faster the windows are cleaned. Squeegee rubber gradually deteriorates and slows cleaning so they need replacing. To make it interesting, pigeon sprites fly across the screen. If they are on course for the player then he must drop a platform or risk being knocked off. Other times the pigeons fly at greater height. Sometimes they might decide to "lighten the load" so to speak. If one of the projectiles lands in your pail the solution is instantly spoiled and must be replaced before more windows are cleaned. There are a few details to noodle out but those are the basics. I don't seriously expect Graham H. will tackle this so late in the project but I thought I'd spring it anyway. |
27 May 2012, 13:00 | #399 |
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Clenched: sounds like a totally new project to me
At long last, after a lot of inactivity, I've finally got round to producing a second WIP. In this version, every time you complete three levels a new palette for the background will be chosen at random, from a selection of five. Also, I have hopefully correctly implemented CD32 pad support. A quick run-down of the buttons: Play/Pause - start game/pause/unpause Red - start game/skip highscore entry/unpause Blue - turn music on/off Yellow - turn sound effects on/off Pressing both shoulder buttons together will quit the game. Also, switching music and sound effects on and off should be less troublesome now (thanks to clenched for this). I will also be adding this to the ECS version in due course (along with a new music playing routine to fix the old problems - again thanks to clenched). Things Still To Do: - New highscore routine so names can be entered with pad/stick - New music to be added (once done) - That's it! |
27 May 2012, 22:56 | #400 |
Puttymoon inhabitant
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I have just returned from vintage FIATs meeting in Germany, so I am a bit tired for Amiga gaming for today. I am looking forward to test the new WIP tommorow, though. Great Sunday news!
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