07 November 2017, 18:27 | #1 |
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SkillGrid - new AGA game in the works
Hi all,
after about 12 years (happily) spent making games for the Commodore 64, AmigaOS 4 and other PC systems, I'm returning to the "classic" Amiga - something I've been itching to do for a long, long time. In the last 10 days or so I have created the core of a new game for standard A1200s - and that's what you can see in this video. The game, called SPEEDGRID (working title), is going to be of the casual, score-attack type based on the catching/dodging of hexagonal cells representing various bonuses and maluses. [ Show youtube player ] Technical bits shown in the video: * 3 parallax layers scrolling at a variable speed (up to 16 pixels/frame - such limit is not technical, but only to keep the game playable); * 1 fixed layer for the HUD (and possibly other graphical effects); * real transparencies (any color can be freely assigned an opacity value between 0 and 255); * a 16 colors sprite + a 3 colors sprite. Things I plan to add: * occasional meteors zipping by; * bosses to fight against when time expires; * procedural generation of the middle layer graphics; * some "special" music (if I manage); * any other cool feature that will come to mind. Note: the current tune is just a placeholder, and it's the fabulous tracker module "Cortouchka" by El Mobo (Frédéric Motte). Last edited by saimo; 03 July 2018 at 13:48. |
07 November 2017, 18:34 | #2 |
Pixelglass/Reimagine
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Hi Saimo! Quite an interesting game you've got there! Very cool visuals & concept. Wish you the best!
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07 November 2017, 19:06 | #3 |
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Thanks, Tsak!
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07 November 2017, 19:46 | #4 |
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Looks cool
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07 November 2017, 19:54 | #5 |
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Looks promising.
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07 November 2017, 22:06 | #6 |
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Thanks for making a classic Amiga game! As others have said looks promising and very original!
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07 November 2017, 22:27 | #7 |
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Looks playable and polished.
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07 November 2017, 22:51 | #8 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
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Hey Samo! Se ti serve musica fai un fischio [i offered my musician skills]
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08 November 2017, 07:35 | #9 |
pixels
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Nice one Saimo, great to see you back doing some classic Amiga stuff
The transparency effect is very interesting, need to read up more how that is achieved. |
08 November 2017, 10:47 | #10 |
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@all
Thank you for the nice comments! @saimon69 Thanks for the kind offer, but I want to take care of that bit myself as well. Also, I'm thinking of something quite unusal - dunno if I'll manage to pull it off, but I'll try. |
08 November 2017, 17:30 | #11 |
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Excellent to see one more C64 established coder migrating to Amiga. After 30 years history cycle repeats Just to name a few, Majicyeric and Lazycow are already here, OmegaMax is around too... I hope this trend will continue. I enjoyed QIE and this preview looks awesome too.
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08 November 2017, 17:42 | #12 | ||
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Quote:
Quote:
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08 November 2017, 22:42 | #13 |
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The preview looks mature. I'm interested in the finished product.
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08 November 2017, 23:01 | #14 |
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Very nice!
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08 November 2017, 23:16 | #15 |
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09 November 2017, 08:04 | #16 |
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@saimo
So, if 16p/frame isn't a technical limitation, what the full rate could possibly be? Just curious. Last edited by vulture; 09 November 2017 at 08:35. |
09 November 2017, 08:53 | #17 |
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Interesting visuals. Bravo.
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09 November 2017, 11:58 | #18 | |
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@vulture
Quote:
When/if (it depends on the available RAM) I add the procedural generation of the middle layer (and possibly of the bottom one as well), the Blitter will be much busier. @LeCaravage Thanks! |
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09 November 2017, 12:06 | #19 |
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@saimo
Sounds like an awesome effect! Here's a suggestion if I may: in between levels (if there are any) you could have the ship travel ultra fast to the next destination just for the wow of it |
09 November 2017, 13:41 | #20 |
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Sorry, there aren't going to be levels: the game is meant to be a simple play-and-score-as-much-as-you-can-in-one-go.
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