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Old 20 December 2018, 20:22   #41
mcgeezer
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Well... I worked on the loader a little and tidied up a lot of initialization code.

With that comes the ability to run on a real stock Amiga A1200.

You'll notice in my video I had to disable the hard drives to release memory.

Really good to know it runs on a real Amiga!!!!

If allowed I'm happy to release the ADF if people want to try it out... (it depends if that would break compo rules though - if the mods could clarify it would be good).

Geezer

[ Show youtube player ]
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Old 20 December 2018, 22:21   #42
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well no complaints then so here u r.

http://109.228.4.199/rygar_aga.adf

You'll need a stock A1200 config...Happy xmas and enjoy
Geezer

Edit - quick note, if you do run it you need to press the fire button when the files have unpacked in the shell window.
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Old 22 December 2018, 21:52   #43
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Here we are... the loader is pretty much done - massive thanks to @ross as I used his Ocean Loader.

Having the loader means I can load levels from the floppy after each round. When Rygar reaches the temple scene the next map and background are loaded from disk.

A real weight off my mind that, can't thank Ross enough...so guys give your thanks to him also.

http://109.228.4.199/rygar_aga22122018.adf

Please note, I know there are bugs... it's just part of the development process... generally I video them.

Going to watch the boxing now and enjoy xmas... next update probs in the new year when we'll have some enemies to kill.

Geezer
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Old 27 December 2018, 00:42   #44
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Worked on the temple/sanctuary scene today.

What a complete pain in the arse this is proving to be... very frustrating trying to get it right.

[ Show youtube player ]

I'll sort it tomorrow - too much xmas dinner and beer making my head shrink.

Geezer
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Old 27 December 2018, 18:32   #45
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Well I told you I'd sort the carousel stuff... took me all of about 15 minutes this morning before my Boy woke up.

I had a couple of hours this afternoon to finish the carousel animations which have worked out pretty good. There's still a some bugs to do with the end of round redraw code which I need to fix but other than that it looks top notch - I'm really impressed with it.

Next up I'll work on the colour cycling for the water and lava, won't be easy - it never is.

[ Show youtube player ]

Geezer

Edit - Forgot to mention there are currently 10,805 lines of assembler in the code excluding tables and constants. Bomb Jack by comparison has 16,577 lines of code.
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Old 28 December 2018, 01:56   #46
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I've added the lava animation on this one.

I'm not 100% happy with it so may tweak it slightly...what do you guys think?

[ Show youtube player ]

Also here's a lossless video...

http://109.228.4.199/lava.mp4

Geezer
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Old 29 December 2018, 11:16   #47
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I've done the water animation/colour cycle this morning (with a hangover).

It's not great but getting there. Part of the problem is that I know my limitations when it comes to graphics stuff, I'll try and improve it but suggestions are welcome if you have some ideas.

It does look a bit "flashy" so probably needs just toning down, less is more and all that.

Straight out of WinUAE... (What I see).

http://109.228.4.199/water.mp4

[ Show youtube player ]
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Old 29 December 2018, 16:46   #48
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OK, so I've settled on the version in the link below...

In order to improve I'd have to invest quite a bit of time modifying the assets and I'm no expert in doing that - besides the water only ever appears on 3 rounds.

It's good enough for my standard and that's what counts.

http://109.228.4.199/water2.mp4

Geezer
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Old 29 December 2018, 18:06   #49
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Quote:
Originally Posted by roondar View Post
One tiny thing that may be useful to do now instead of later (it's the sort of stuff I'd forget) is to turn off the floppy drive motor after loading is finished and then activate it again when loading is needed.

Other than that it looks very good (I love the lava!), though I think I agree with DamienD - the water might look better if slowed down ever so slightly.
Yep I've slowed it down very slightly....

By pure accident I opened the last video using Windows Media Player and when it starts it adds like a gradient to the upper and lower parts to the screen - I thought...wow that looks much better, so what have I done? Added a blue gradual gradient to one of the colours in the water and it gives it a sense of depth.

Really happy with it now!

http://109.228.4.199/water3.mp4
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Old 30 December 2018, 14:36   #50
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This is not a Tiertex operation we're running here so I simply wasn't happy with the previous Waterfall efforts, I had a look at how Factor 5 did in Turrican and 'borrowed' some of it.

It was still quite a bit of work (3 hours) but I'm much more satisfied with this final effort.

It's still not quite right yet but I'll get there.

http://109.228.4.199/water4.mp4
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Old 31 December 2018, 00:30   #51
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It's been a good day of doing some nice stuff.

So here is our first enemy - the Drone.

Its very primitive at the moment but I need it to do collision detection, what I code for this will be repeatable for the other enemies so they'll appear much faster.

The jigsaw is all coming together now.

http://109.228.4.199/drone1.mp4
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Old 31 December 2018, 23:01   #52
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Quote:
Originally Posted by van_dammesque View Post

Next step is to implement the stun and 3rd power up? Or other enemies?
Bug fixes and tidy up stuff will be the next week or so after a bit rest.

Then enemy to Rygar collision detection.

After 4 month of work here's a video of where the entry is at...

I am very pleased with the progress... another couple of month and it should be finished.

Thank you for everyone's support in this thread for my project, it really is helpful to me the great feedback It keeps me inspired to complete the game as i love coding and I love the Amiga.

The project is now well passed the half way mark and has all of the hard parts that I perceive completed.

WinUAE output vid.

http://109.228.4.199/rygar11.mp4

Youtube output vid...

[ Show youtube player ]

And lastly...

Happy New Year and All the best for 2019
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Old 02 January 2019, 23:38   #53
mcgeezer
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Quote:
Originally Posted by aszu View Post
i believe mcgeezer has someone to help out with graphics... dont you, mate?
Yep I'd say so.... gonna brighten things up a bit

Quote:
Originally Posted by malko View Post
You are doing an excellent job and I am not surprised about the 400 dowloads
Thanks man... appreciate it... It seems to be going a bit viral on Facebook too.

Short update as had to debug stuff earlier...

I know there was a bit of a worry by a couple around the Tiger Power, so....

here you go...

WinUAE Vid.

http://109.228.4.199/sunpower.mp4

Youtube...

[ Show youtube player ]
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Old 03 January 2019, 00:31   #54
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Another quick update on the controls...

I asked the question on social media - "Should my Amiga Rygar project support only a two button pad?"

Yes - Two buttons only (52%)
No - One or Two buttons (48%)

I had 126 responses over 7 days.

While I do love a bit of democracy you only have to look at Brexit to find out how far things can get fucked up, so I'll put the two button in.
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Old 05 January 2019, 00:44   #55
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A couple of good updates on this one given I haven't had a lot of time to do any coding (back to the day job!)

So here we have more collision detection updated for the drone... big tick in the box this one!

Proper version VVVV

http://109.228.4.199/rygardead.mp4

And on Youtube....

[ Show youtube player ]


And..... this.....the sound of things to come

[ Show youtube player ]

Geezer
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Old 06 January 2019, 14:43   #56
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To all following this thread I would like to introduce DJ METUNE who is providing the audio for Rygar.

I am absolutely over the moon to have him provide the audio as he shares the absolute same level of professionalism, passion and attention to detail that I have around creating games. To give you an example, he has produced the in game music in the video below in 3 days and it is simply stunning.

[ Show youtube player ]

Please take the time to look up his other material as he has produced music in games for the Amiga previously (notably Golden Wing).

More game updates soon.

Geezer
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Old 07 January 2019, 23:59   #57
mcgeezer
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Quote:
Originally Posted by buzzybee View Post
@mcgeezer: Wow. Seems you now add great music to your fabulous project. Amazing achievements on all levels so far and continuing ...
Thanks for the kind feed back Richard, very much appreciated from a man of your caliber.

Quick update... I've just about finished the first enemy of Rygar barring some collision tuning when he falls.

I've also added the kill-all item which is shown in the video, this also happens at the end of the round but I've made my game so damn hard I can't even get to the end of it!

http://109.228.4.199/rygartiger7.mp4


[ Show youtube player ]

Hopefully this week I'll have the pro-tracker stuff put in and the loss of life engine fully done, it shouldn't take long and then it will become an actual game.

Geezer
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Old 12 January 2019, 01:18   #58
mcgeezer
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Quote:
Originally Posted by mcgeezer View Post
Hopefully this week I'll have the pro-tracker stuff put in and the loss of life engine fully done, it shouldn't take long and then it will become an actual game.

Geezer
Hope.... hope is the operative word here.

What an absolute pain in the arse.. why oh why do I code in assembler???

In this update I fixed a lot of bugs, but probably introduced quite a few too.

The easy bit was doing the Drone sprite grab animation which I'm quite pleased about and I also have a new way of spawning enemies but isn't shown here.

The difficulty with this update was the "LETS FIGHT" transition, specifically drawing the screen in a manner that was accurate that mimicked the arcade (I did not fuck around with the copper for this... maybe I should have in hindsight).

If you really want to know the details then by all means let me know and I'll discuss them...

I'm pretty close to getting the loss of lives stuff in now... then it will be an actual game.

Geezer

http://109.228.4.199/rygarfight.mp4

[ Show youtube player ]
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Old 12 January 2019, 23:47   #59
mcgeezer
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Here we are... an actual game!

I've worked on the loss of lives and transition routines so that the Rygar is now an actual game that can be played!

Lots of bugs still but that's only natural at this stage... I suspect February will all just be about bug hunting and enemy/round configuration.... might not get all levels done by the compo closing date I'm afraid so it may go in as a playable demo.

Enjoy...
Geezer

[ Show youtube player ]

http://109.228.4.199/rygargame1.mp4
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Old 13 January 2019, 14:23   #60
mcgeezer
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I just had to upload this... simply awesome by DJ METUNE.

The little clicks are to do with my system not being fast enough to record and emulate the Amiga.

[ Show youtube player ]

http://109.228.4.199/rygarmusic.mp4

Geezer
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