English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Contest

 
 
Thread Tools
Old 08 April 2019, 21:44   #921
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Mutant frogs added...

[ Show youtube player ]

Next up is the cave monsters with the big tongues.

Then it will be the mutant villagers which will be one of the harder enemies to code.
mcgeezer is offline  
Old 08 April 2019, 23:04   #922
Gzegzolka
Registered User
 
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
Impresive work
Gzegzolka is offline  
Old 09 April 2019, 00:57   #923
Marchie
Registered User
 
Marchie's Avatar
 
Join Date: Jul 2016
Location: Sydney / London
Posts: 589
Seriously cool!
Marchie is offline  
Old 09 April 2019, 22:19   #924
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
From japan: great job!!!!
dlfrsilver is offline  
Old 10 April 2019, 22:58   #925
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Sometimes I'll look at things and say 'ohhh that'll be a piece of piss'.

How wrong I was, these cave lizards are an absolute night mare.

[ Show youtube player ]

The cave Lizards themselves were actually really simple...just normal sprites, the difficulty has come in the collision detection on the Lizard tongues.

I've set the sprites up so they're basically 48x16 blocks that get blit each frame, most of the sprite frame is just zero space... but the collision bound box routine I use is no good in this instance because the sprite changes shape, so I've had to implement a counter which counts the number of frames in the sprite and adjusts the bounding box appropriately.

And it's still not fucking right. The joys of coding.

Geezer
mcgeezer is offline  
Old 11 April 2019, 18:10   #926
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
MUTANT RUSH!!!!!

Pushing the A1200 pretty hard here.....

[ Show youtube player ]

That's about the last of the enemies so now on to bug fixing and level creation.

Geezer
mcgeezer is offline  
Old 11 April 2019, 19:52   #927
VincentGR
Registered User
 
VincentGR's Avatar
 
Join Date: Dec 2012
Location: Greece
Posts: 289
Masterpiece!!!
VincentGR is offline  
Old 15 April 2019, 08:38   #928
Solo Kazuki
Registered User
 
Solo Kazuki's Avatar
 
Join Date: Sep 2004
Location: Poland
Posts: 1,301
Congratulations for 1st place in AGDC!
Solo Kazuki is offline  
Old 15 April 2019, 11:40   #929
JuanLuis
Registered User
 
Join Date: Dec 2018
Location: Málaga
Posts: 61
Congratulations for your victory McGeezer. Winner EAB contest and winner in number of topic views. This topic has more than 58000 views!

Amiga community expected this game since long time ago.

Awesome.
JuanLuis is offline  
Old 15 April 2019, 12:23   #930
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,410
Well done on winning the competition. And Rygar AGA is looking better every day so it's ever more worthy of the title
roondar is offline  
Old 15 April 2019, 13:39   #931
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by JuanLuis View Post
This topic has more than 58000 views!

.
Wow I never noticed that!!! Staggering!

Thank you everyone for your kind words on the competition, I'm very happy.
mcgeezer is offline  
Old 15 April 2019, 15:50   #932
str0m
Registered User
 
Join Date: Oct 2016
Location: Newcastle, UK
Posts: 264
Small article in this months Retro Gamer magazine if you didn't know, might not be in the shops for a day or two but I subscribe so got it at the weekend.
str0m is offline  
Old 15 April 2019, 18:32   #933
Mrz
Banned
 
Join Date: Dec 2016
Location: I
Posts: 338
hey mcgeezer


what kind of programming language or engine are you using to code this game ?


btw, fantastic results
Mrz is offline  
Old 16 April 2019, 17:11   #934
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by str0m View Post
Small article in this months Retro Gamer magazine if you didn't know, might not be in the shops for a day or two but I subscribe so got it at the weekend.
Yeah I spotted that little side article in the home brew section.

Quote:
Originally Posted by Mrz View Post
hey mcgeezer


what kind of programming language or engine are you using to code this game ?


btw, fantastic results
Thanks for the feedback.

The game is coded in 68020 assembler which is a low level language.

Geezer
mcgeezer is offline  
Old 17 April 2019, 15:13   #935
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
All "Ghouls 'N Ghosts" discussion moved here: Decent port of Ghouls 'N Ghosts possible?
DamienD is offline  
Old 17 April 2019, 23:17   #936
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Over the last few nights I've been working on fixing bugs in the game, this wasn't too fruitful however I did fix two rather big bugs....

1) The graphics glitch of the disk armour is now fixed
2) Disk armour correctly stops when Rygar stops but is touched by an enemy in the same frame.

But, back by popular demand is the copper background.

[ Show youtube player ]

Now this was not easy for me to do and you have to appreciate that there is zero slowdown in the game when the background fade occurs, this is because I have pre-calculated it and have some copper jumping going on.

To add to the complexity I had to keep the hardware sprite multiplexer ticking completely flicker free so I have ended up bursting into new territory and using copper interrupts, without them when the fade occurs the hardware sprites will flicker, but by being able to precisely wait for a vertical line with the copper and then updating the hardware sprite pointers I was able to overcome this.

The strategy now is to get each round working perfectly, I've done other optimisations in the sprites, gradually they will now speed up throughout the game and I have significantly reduced the start difficulty/speed of the sprites which reflects more to the arcade.

Thank you to everyone who enjoys this project, it means a huge amount to me. I'm saddened though by some of the comments I've received for coming first in the competition... sometimes in the world you're damned if you do, and damned if you don't, but keep this thread Rygar related and anything compo related keep in the other respective threads.

Happy Easter everyone... I'll be spending mine with my family and friends.

Geezer
mcgeezer is offline  
Old 17 April 2019, 23:26   #937
VincentGR
Registered User
 
VincentGR's Avatar
 
Join Date: Dec 2012
Location: Greece
Posts: 289
Happy Easter my friend, thank you.
VincentGR is offline  
Old 17 April 2019, 23:52   #938
Reido
Registered User
 
Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 403
Congrats on your win, enjoy your well earned Easter break!
Reido is offline  
Old 18 April 2019, 15:03   #939
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
Quote:
Originally Posted by mcgeezer View Post
I'm saddened though by some of the comments I've received for coming first in the competition... sometimes in the world you're damned if you do, and damned if you don't, but keep this thread Rygar related and anything compo related keep in the other respective threads.
Hi Graeme,

Don't worry about bitter people who are making negative comments.

The competetion rules stated that ports were allowed; nothing more to be said.

You have put sooooo much effort into this; which is an extemely complex / difficult game to get running on an Amiga. The results are almost 100% arcade accurate.

You won the competiton fairly and squarely. I have to agree with the results / positions given by the judges; I came to the same conclusion.

...and me being the biggest prize money contributor by a long shot; am very happy that you received the majority as you clearly deserve it.

Last edited by DamienD; 18 April 2019 at 15:10.
DamienD is offline  
Old 18 April 2019, 15:05   #940
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by DamienD View Post
Hi Graeme,

Don't worry about bitter people who are making negative comments.

The competetion rules stated that ports were allowed; nothing more to be said.

You have put sooooo much effort into this; which is an extemely complex / difficult game to get running on an Amiga. The results are almost 100% arcade accurate.

You won the competiton fairly and squarely. I have to agree with the results / positions given by the judges; I came to the same conclusion.
Thanks Damien, that means a lot.
mcgeezer is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Entry: Rygar AGA Edition mcgeezer Coders. Entries 75 28 February 2019 20:41
On the Ball - World Cup Edition AGA djcasey request.Old Rare Games 4 25 January 2013 12:39
On The Ball League Edition AGA , Player Manager 2 StarEye Games images which need to be WHDified 11 22 January 2010 18:21
The Vague #1 AGA-RTG edition is released ! kas1e Amiga scene 12 30 October 2007 00:27
On The Ball: World Cup Edition AGA CodyJarrett request.Old Rare Games 11 27 May 2003 06:14

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 18:10.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.64534 seconds with 16 queries