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Old 11 December 2019, 14:37   #541
britelite
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Quote:
Originally Posted by Retro1234 View Post
Why set yourself up to fail like this ?
No need to be mean, just look at those nice directory structures and vertical blits. The game (engine) is almost done!
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Old 11 December 2019, 14:43   #542
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The guy has talent but Metal Slug on Amiga is just an awful idea.
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Old 11 December 2019, 14:56   #543
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The guy has talent but Metal Slug on Amiga is just an awful idea.
Not necessarily....
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Old 11 December 2019, 15:11   #544
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Metal Slug clone on Amiga is great idea as long as You keep in mind Amiga hardware
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Old 11 December 2019, 15:20   #545
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Well, if it's a nice little demo in the end, I will be happy as well..
And we can have lots of conversation about it..
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Old 11 December 2019, 16:08   #546
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Fair enough
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Old 11 December 2019, 17:09   #547
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Any help will be appreciate. That's way I've said: base engine, since doing Metal Slug for Amiga, need a solid Game design bulit around it
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Old 12 December 2019, 08:33   #548
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If the game design is going to be anything other than a replica of the Neo Geo or GBA Metal Slug games, then it's not Metal Slug and doesn't deserve to be called that.

Also, I believe Metal Slug games are still sold. This one will need to be released anonymously, if ever finished.
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Old 12 December 2019, 08:40   #549
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Expect a small demo which shows how many BOBs can be drawn, and some basic running around through a scrolling level.

It's just some fun exercise, using Metal Slug assets and looking how far we can replicate this on an old Amiga.
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Old 12 December 2019, 09:38   #550
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Expect a small demo which shows how many BOBs can be drawn, and some basic running around through a scrolling level.

It's just some fun exercise, using Metal Slug assets and looking how far we can replicate this on an old Amiga.
Any problem with that? How many people did Metal Slug? See the picture?
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Old 12 December 2019, 10:39   #551
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Any problem with that? How many people did Metal Slug? See the picture?
No, I don't have a problem with that. That's exactly why I wrote it.
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Old 12 December 2019, 12:49   #552
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Agreed with Steril707, and would follow his advice, in your place.
Just start simple, and I am sure, lots of great coders here will help you with any issues you encounter and/or propose some constructive ideas.

I guess, they just want to see you really get started (so, a little bit more then amazing directory structure and few screenshots).

I'll keep an eye on this thread, and looking forward for updates.
Good Luck!
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Old 12 December 2019, 17:35   #553
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@d4rk3lf
@Steril707

Doing My best to have as much as we can...
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Old 13 December 2019, 10:24   #554
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Good on you mate. Let’s see a demo of some stuff moving around and go from there.
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Old 13 December 2019, 12:33   #555
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@rare_j

My idea is to do more: a small playable level
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Old 13 December 2019, 18:05   #556
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iirc the Neo Geo used Tiles to make up it sprites or any graphics and iirc large parts of the Background explode or fall down etc.
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Old 13 December 2019, 20:24   #557
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Quote:
Originally Posted by Retro1234 View Post
iirc the Neo Geo used Tiles to make up it sprites or any graphics and iirc large parts of the Background explode or fall down etc.
The NeoGeo didn't have any "tiles"... everything was made from sprites, even the backgrounds & foreground scrolling layers.
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Old 13 December 2019, 20:53   #558
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Ok it was the other way round and large parts on the background move.
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Old 13 December 2019, 20:58   #559
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and the "Sprites" are made of Tiles, 16x16 pixels

https://wiki.neogeodev.org/index.php?title=Sprites
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Old 15 December 2019, 19:15   #560
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Under some assumptions, I think we can add destructible background
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