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Old 06 June 2019, 14:17   #1081
E-Penguin
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I must confess I do find the current "normal" gradient so subtle as to be indistinguishable from a single colour, unless I really look at it.

Maybe I should get my eyes checked
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Old 06 June 2019, 14:40   #1082
spud
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I like both gradients. Perhaps you could alternate between them per level? Presumably it is fairly trivial to change it up during the game (or indeed make it selectable before game start). If I had to pick one though, I'd go for the Turrican friendly option, or better still, something even more garish
Failing that, a Turrican eyesight specific final build would I'm sure also be trivial to do.
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Old 06 June 2019, 16:17   #1083
thellier
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Hello

@mcgeezer
For testing bugs perhaps you should add some keymaps like
'n' goto next level
'p' goto previous level.
So they will not have to play until level n to test a bug

Also in my own engine (GMAP) I added
X x change hero/screen position to x=x+100 pixels , x=x-100 pixels
Y y change hero/screen position to y=y+100 pixels , y=y-100 pixels
and display the x y position
This allow to acccess any level/place to test very easily a known bug
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Old 06 June 2019, 16:23   #1084
roondar
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Quote:
Originally Posted by E-Penguin View Post
I must confess I do find the current "normal" gradient so subtle as to be indistinguishable from a single colour, unless I really look at it.
For me it's different, I find it very refreshing to see an Amiga game with a subtle gradient. Adds a lot to the look of the game for me

Those in-your-face copper gradients of old were also nice, but a also more than a bit over the top.
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Old 12 June 2019, 22:55   #1085
mcgeezer
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Well...made it back from Ibiza (Just).

While I was there DJ Metune came good with some more of the tunes in the game so I added a few today, the new tunes are the pickup bonus, the warning when the Evil Red monster turns up and a few others.

I also did a little bit of work on the Cascading Tribesman, this isn't quite right yet as you'll see from the video so it needs more work - it's close though.

The game still has an intermittent crash bug which I still can't find... I'm not going to worry about it now as sooner or later it will reveal itself and I'll fix it.

I'd just like to thank everyone who has submitted bug reports, it's very helpful as they are important. Also important is the game features. Having had a bit of time to reflect I really need to concentrate on getting the game finished first then I can bug fix and features over and above what is in the arcade game. For me, there needs to be something in it for the Amiga, there is no point in me simply recreating the arcade game as anyone can just fire up Mame and get an all round better experience, this means there'll ultimately either be changed or added levels that make the game unique - after all, if you had the source code to a game like Rygar wouldn't you be tempted to change it a little bit? I know I am.

Take it easy folks.

[ Show youtube player ]
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Old 12 June 2019, 23:27   #1086
mcgeezer
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Just to be clear, the tunes dont sound completely right because i dont have sfx channels reserved properly yet. It will be fixed
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Old 13 June 2019, 14:59   #1087
van_dammesque
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What about adding another subtle copper background when the time is up? dark red ish.
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Old 17 June 2019, 17:32   #1088
mcgeezer
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Hi Everyone,

One of the comments that came out of the competition remarks was around the latency of Rygar so I'm wondering if the judge (or anyone else) can elaborate on what the issue was/is?

"I really hope the joystick management/handling will be greatly improved to suppress the latency"

Just need to check I'm not missing something.

Geezer
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Old Yesterday, 12:33   #1089
VincentGR
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Dunno if he means that the animation frames are delaying the move command but it seems flawless on the real hardware with a pal crt, at least for me.

The video is 1080/60, btw I tried to capture it at 240fps but the flickering was enormous.

Hope this helps:

[ Show youtube player ]
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Old Yesterday, 13:03   #1090
mcgeezer
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Quote:
Originally Posted by VincentGR View Post
Dunno if he means that the animation frames are delaying the move command but it seems flawless on the real hardware with a pal crt, at least for me.

The video is 1080/60, btw I tried to capture it at 240fps but the flickering was enormous.

Hope this helps:

[ Show youtube player ]
Thanks - it certainly does.

There's a couple of bugs there I need to fix I think.
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