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Old 13 December 2015, 17:52   #1
viddi
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Tales of Gorluth II - Development thread


Hey friends!

Finally, the dev thread for ToGII on EAB.
I´m already updating the AMIworx Facebook page (https://www.facebook.com/AMIworx-Sof...27884890595321) regularly but now it´s time to give you more info about the development of ToGII on this very board.

I´ll start with the info from Facebook and continue updating this thread from now on.

Thank to all supporters so far.
If you´re still considering supporting the development of ToGII, please think about placing a pre-order (http://www.talesofgorluth.de). This will help a lot and the game will be pressed only once. Thanks.

----------------------------------------

Now, let´s start with the updates...
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Old 13 December 2015, 17:56   #2
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ToGII trailer: [ Show youtube player ]

WIP Mockups of ToGII:
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Old 13 December 2015, 17:59   #3
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Some impressions from the AMIGA 30 EVENT in Neuss:
[ Show youtube player ]


Development Update 1:
[ Show youtube player ]
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Old 13 December 2015, 18:00   #4
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15.10.15:
Finished the introduction of "Tales of Gorluth II" today.

The texts in this game will be shorter this time, because many players told me that the dialogues of part 1 were too long from time to time. I agree.


31.10.15:
HERO NAME FOUND!
Our Tales of Gorluth II hero will be called "Hektor".


01.11.15:
PROGRESS:
Level 1 finished.
Now I´m going to design the first woods level...Stay tuned!
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Old 13 December 2015, 18:02   #5
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04.11.15:
Take a look at our new ToGII text & information window.
Hope you like it...
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Old 13 December 2015, 18:04   #6
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08.11.15
New monsters (Traps and Mushrooms)
[ Show youtube player ]


09.11.15:
Working with the "Gorluth Reader" by EAB member leathered. (transfers .txt files into .iff pictures with an already defined text box) Saves a lot of time...
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Old 13 December 2015, 18:05   #7
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10.11.15:
Many Tales of Gorluth 1 players told me, that the player sprite was too slow. I agree and so ToGII will feature faster movement and gameplay!


11.11.15:
The new issue of Amiga Future with an awesome AMIworx Software (Tales of Gorluth) and Blue Metal Rose ad!
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Old 13 December 2015, 18:07   #8
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22.11.15:
A600/020 speed test...CHECK!
Bigger screensize version will also be included, of course.
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Old 13 December 2015, 18:10   #9
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25.-27.11.15:
Working on the first town:

First demo: [ Show youtube player ]
There´s still a lot to do...


Second demo:
[ Show youtube player ]
Ahhh...much better now!


Designing houses:
[ Show youtube player ]


Hiding under the table :
[ Show youtube player ]
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Old 13 December 2015, 18:10   #10
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05.12.15:
TOG II: NEW PANEL & NTSC SUPPORT!
The new object based panel avoids gfx bugs and even PAL players can use the NTSC mode now to speed up the game on 020 machines!
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Old 13 December 2015, 18:11   #11
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08.12.15:
Working on the first side-quest
WHO YOU GONNA CALL?
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Old 13 December 2015, 18:12   #12
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12.12.15:
Preparing the dungeon tiles...

&

Creepy dungeon in the works!
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Old 13 December 2015, 18:22   #13
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You said in another thread for some time ago that this will be faster than of the first ToG game.

ToG II has a bigger screen resolution and 32 colors on screen. I don't get it. Should it not run slower now? Or have you found a way to modify the AMOS source from Backbone making it run faster?

Anyway, you are doing a great job and I'm really looking forward to play the game
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Old 13 December 2015, 18:28   #14
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Quote:
Originally Posted by hipoonios View Post
You said in another thread for some time ago that this will be faster than of the first ToG game.

ToG II has a bigger screen resolution and 32 colors on screen. I don't get it. Should it not run slower now? Or have you found a way to modify the AMOS source from Backbone making it run faster?

Anyway, you are doing a really great job and I'm really looking forward to play the game

Thanks, mate.

No modification, but I´m using 32 colours instead of 64, now.
It´ll be also faster because of the player sprite speed plus I have to use less overlay blocks with my new ToGII tilesets.

BUT: I´m working with the original screen size at the moment.
It´s too fast from time to time on 030 but it also works quite well on 020 machines.

I´ll include two version in the end...I think...
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Old 13 December 2015, 18:30   #15
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Ah yes,

I´m now using sprites for some elements (tables, beds...etc.).
This will slow down the game a bit in some places but I think it´s better for the gaming experience.
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Old 14 December 2015, 21:12   #16
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Quote:
Originally Posted by viddi View Post
Creepy dungeon in the works!
Nice graphics! But this one looks wrong, I think the floor should have darker colors than the walls.
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Old 14 December 2015, 22:34   #17
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Quote:
Originally Posted by Lazycow View Post
Nice graphics! But this one looks wrong, I think the floor should have darker colors than the walls.

I´ll check out some darker tiles, too...
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Old 14 December 2015, 23:38   #18
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Since its working on 020 machines, is any chance of the CD being bootable on CD32 machines?
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Old 15 December 2015, 01:00   #19
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Quote:
Originally Posted by Amigajay View Post
Since its working on 020 machines, is any chance of the CD being bootable on CD32 machines?
Maybe...but in the end Fast-Ram is a must, I´m afraid.
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Old 15 December 2015, 01:50   #20
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Hi:
What about a downloadable version? I'm poor but I like what you show.
I know it's very expensive to make it (floppy with label, original printed nice cardboard box, instructions), boxing and sending it, but it's costs free if you only send an email with it, so the price could go very low this way. You even could discount later that price if we want it "for real" after trying it. You also could get more buyers.
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