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Old 15 March 2007, 12:42   #81
starlord
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The thing is I don't have XP (still running on win98), but great work anyway.
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Old 15 March 2007, 12:50   #82
derSammler
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Why do you think XP is required? DirectX 9.0c still supports Windows 98. Try this one, it's the full and most recent package:

http://www.microsoft.com/downloads/d...displaylang=en

//edit:
Okay, it doesn't list Windows 98, but the page before does. Too bad I don't have Windows 98 running anywhere to test it...
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Old 15 March 2007, 16:10   #83
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I've also set up a dev diary, which will be updated every day:

http://www.retro-net.de/shen_devlog.txt

Still need some feedback regarding the tech demo I've uploaded yesterday. Especially if it runs on Vista (it should if DirectX is up-to-date).
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Old 15 March 2007, 19:06   #84
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Do you have an idea on the needed config to make the bugger work?
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Old 16 March 2007, 13:57   #85
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Which bugger do you mean? The tech demo or DirectX?

New work-in-progress shot:
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Old 16 March 2007, 15:50   #86
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I mean the game itself when completed.
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Old 16 March 2007, 15:58   #87
derSammler
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Hard to say, I need to start a broad beta test before I can estimate the system requirements. Apart from DirectX 9.0c, it most likely won't need anything decent. 800 Mhz, any AGP card and 128 RAM should be sufficient.

//edit:
After making some tests with the frame limiter turned off, I would say it will even run at full speed on every PC starting with 400 MHz.

Last edited by derSammler; 16 March 2007 at 16:45.
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Old 16 March 2007, 16:01   #88
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Nice work WindowsKiller, you're making leaps and bounds mate.
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Old 17 March 2007, 14:17   #89
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Quite curious, considering the fact that it's amiga counterpart was supposed to run on, say, a 35mgz amiga 500...
Darkbasic is the culprit, I suppose.

Windows, I forgot about this, but on the amiga dream 1 screenshot. I saw really nice landscapes (rocky with the blue domes everywhere: see upwards in the forum to get to the screenshot). Will it be possible later to have partially destructible lanscapes: destroying the blue domes, the missiles silos?
And to remember adding the smallest enemies in the game: those sort of human bipeds on the ground you see in the screenshot, next to the big tank.
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Old 17 March 2007, 14:45   #90
derSammler
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Quote:
Originally Posted by starlord
Darkbasic is the culprit, I suppose.
Nope, it isn't. DarkBasic Pro compiles to machine code (don't be confused by "Basic", DarkBasic has not that much to do with BASIC, it's not even syntax compatible). The "culprit" as you call it is that we are no longer in DOS age. We have a resource-hogging multitasking OS running, and PCs still can't handle sprites and horizontal scrolling as good as the Amiga could with its custom chips, unless you use 3D hardware acceleration. (Noticed that the PC preview doesn't have the parallax scrolling starfield? Guess why! )

Quote:
Originally Posted by starlord
Windows, I forgot about this, but on the amiga dream 1 screenshot. I saw really nice landscapes (rocky with the blue domes everywhere: see upwards in the forum to get to the screenshot). Will it be possible later to have partially destructible lanscapes: destroying the blue domes, the missiles silos?
If that was planned for the original game then I'll add it. But I'm not planning to add new features that the original game wasn't meant to have. Maybe later for a "deluxe" version or something.

Quote:
Originally Posted by starlord
And to remember adding the smallest enemies in the game: those sort of human bipeds on the ground you see in the screenshot, next to the big tank.
To be honest, I can't recognize much in that stamp-sized screenshot...

Last edited by derSammler; 17 March 2007 at 16:56.
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Old 18 March 2007, 17:04   #91
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@olandrobo:

Do you still remember all the names that were given to the enemies and player ships? I'm currently setting up all the constants used by the sprites for level one and I want to use the same names as in the original game, but it's a bit hard to find out which name belongs to which sprite.

The following ones are most important right now:



The source code defines these constants for the enemies:
(already removed the obvious ones)

BID_FYRLJUS
BID_EGGFIGHTER
BID_BULL
BID_TENT
BID_TENTFIRE
BID_CROWN
BID_HAT
BID_DRONE
BID_SOND
BID_MOTHER
BID_CHILD
BID_MINISOL
BID_ENKELSOL
BID_DUBBELSOL
BID_SUNSPOTA
BID_SUNSPOTB
BID_MINAS
BID_PLATE
BID_PROBE
BID_BUNPIECEA
BID_BUNPIECEB
BID_BUNPIECEC
BID_BUNGUN
BID_SEMLA
BID_SHARK
BID_PEAK
BID_GELLYFISH
BID_RUBIN1
BID_RUBIN2
BID_RUBIN3
BID_RUBIN4
BID_RUBIN5
BID_RUBIN6
BID_RUBIN7
BID_RUBIN8
BID_RUBIN9
BID_RUBINSTOR1
BID_RUBINSTOR2
BID_STONES
BID_JUICER
BID_SENTINEL

And these for the player ships:

BID_BIGBEAR
BID_MOONQUAKER
BID_SWAN
BID_GOLDIELOCKS
BID_CHALLENGER
BID_BEETLE
BID_POINTER

What I was able to figure out is that the upper left enemy is most likely the "BULL" and the huge player ship (upper right) the "BIGBEAR". The third enemy on the left might be drone or probe, I guess. No idea about any of the others...

Last edited by derSammler; 18 March 2007 at 17:20.
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Old 18 March 2007, 19:20   #92
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The second one down on the left hand side is probably BID_CROWN

The fourth one down on the left hand side maybe BID_GELLYFISH as it looks like a squid or something but of course this is only a guess...

No idea about the others though
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Old 19 March 2007, 11:07   #93
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So you're redoing the entire first level from scratch?


BigBear is the large player ship.
Moonquaker is the middle white player ship.
I think that challenger is the bottom most player ship.

"Bull" is most likely the top left enemy then comes "Crown" and "Egghead"
The fourth is "Peak".
The bottom left I think is juicer, not sure.

The "Rubin" ones are the crystals seen in the demo.
The "Bunpieces" are parts of the first major enemy that devides the first level in two.

"Dubbelsol" and "Sunspot" are parts of the big suns.

"Minas" is the background rock city with a glassbulb.

"Mother" is the grey large ship that releases small ufo like ships in the demo.

"Sond" is the small mine that has a vertical red beam across the hight of the screen.

"Gellyfish" is the one that looks like one.

"Shark" is the grey ship at the beginning of the second half of the demo that realeses large bombs that explodes.

"Hat" I think is the ones that comes from the bottom up and firing in a circle in the demo.

"Probe" I think was the brown ones that comes just before the end boss of the first half.

"Semla" is the ones that the first big boss releases.

"Sentinel" is the second boss that never engages at the end of the demo.

Last edited by olandrobo; 19 March 2007 at 11:14.
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Old 19 March 2007, 11:25   #94
derSammler
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Thanks, most of it makes sense somehow. "Minas", however, must be something else. The backgrounds are defined in a different section and I think the rock city with the glassbulb is either BINOCITY or MIMIA (so close to "Minas" that you probably confused them).

What enemy could BID_FYRLJUS be? Seems like FYRLJUS is a swedish word, no idea what it means, though.

Quote:
So you're redoing the entire first level from scratch?
Yes, it's easier that way!
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Old 19 March 2007, 12:14   #95
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sprite names

"Fyrljus" is a failry small lighthouse background object that never was used for the first level.
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Old 19 March 2007, 17:59   #96
derSammler
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Never used because of no time, or was it just rejected because it didn't look good? If the graphics were done for it, I may implement it.

Hope you find some time to upload more graphics soon, as I can't do much more work without having all the enemy graphics and especially explosions. No hurry, though.
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Old 20 March 2007, 09:57   #97
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Good of you to point that out. I meant to do it this weekend but it didn't happen. You need foremost the level one gfx right?

The Light house I'm not sure why it was never used actually. It might have been where you were supposed to store your advancement in the game and that that functionality never got finished or simply that it looked out of place.
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Old 20 March 2007, 13:19   #98
derSammler
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Quote:
Originally Posted by olandrobo
You need foremost the level one gfx right?
Yep, and the explosion animations.

By the way, was the game also supposed to have an intro? One of the tunes you uploaded sounds like as if it was meant for some kind of introduction sequence.
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Old 20 March 2007, 13:43   #99
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Yep there was meant to be an introsequence but that was never even begun on, so that wont happen now.
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Old 20 March 2007, 13:51   #100
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Who knows, maybe we have some pixel artists here who are willing to create the graphics for an intro.
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