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Old 06 October 2016, 22:49   #1
Steril707
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Inviyya - Development Thread (Space Shooter)

Hey EAB Folks,

just wanted to keep you a little bit updated on my "learning Amiga ASM by coding" game in future, which goes by the working Title "Inviyya"..



The whole thing started as a design exercise for myself, I wanted to create a space shooter level with only 8 colours for everything. I think I did a good job, and after implementing I noticed I still have some things were I can have more colours now, playfield 2 and attached sprites for instance..


Stuff already implemented:
* blitting tiles into a level which I created using the Tiled Editor.
* one way Scrolling (uses two screen method, but after learning about the "aminet scrolling trick" I will soon switch over to that method. You can never have enough chipram left...
* Dual playfield mode (still with a static pf2 background, though).
* 16 color attached 48px wide Sprite. Want to "multiplex" that to have more action.

I think it already looks quite nice in motion

[ Show youtube player ]

My next steps:
* implementing the "scrolling trick method"
* scrolling of the background playfield
* blitting the players ship and enemies into the playfield.
* doing some kind of level progression scripting. what stuff happens at which position, etc.
* Boss fight design

Well, that will keep me busy for the next months, I guess...

Hopefully I can finish this into something playable...

Greets from cold Munich,
Michael

Last edited by Steril707; 10 October 2016 at 22:27.
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Old 07 October 2016, 00:50   #2
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Ha! This thread is now under an observation!
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Old 07 October 2016, 04:42   #3
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Your project looks cool.
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Old 07 October 2016, 05:30   #4
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This looks very nice, and gives me a R-Type vibe, which is a compliment btw

I love scrolling shooters.
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Old 07 October 2016, 09:54   #5
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Ah, there it is... It's exciting to see another new Amiga game appearing on the horizon.

One downside of the dual playfield mode is that backgrounds and enemies share the same 7 colors. But in the current preview, you managed to disguise that more or less. If you manage to add lots of sprites with different colors, then this might help even further.

Also, I see that the background repeats rapidly, so you could change to the 16 color mode and the "R-type-sprite-parallax-background-trick". (but somehow I guess you are already aware of that)

Nevertheless, a very promising preview. I am curious about further updates.
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Old 07 October 2016, 11:07   #6
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Quote:
Originally Posted by Lazycow View Post
Ah, there it is... It's exciting to see another new Amiga game appearing on the horizon.
Yeah, some new stuff happening right now, isn't it..
Quote:
Originally Posted by Lazycow View Post
One downside of the dual playfield mode is that backgrounds and enemies share the same 7 colors. But in the current preview, you managed to disguise that more or less. If you manage to add lots of sprites with different colors, then this might help even further.
What I really like so far about coding and drawing/designing stuff on the Amiga is, that you can really design things to go hand in hand, if you know its limitations.

It's surprisingly fun to develop for once you understand the basics, which can be a pain in the ass at first.
I get ideas how to do stuff all the time, and want to try new things out.

For somebody who likes both, doing pixel drawing stuff and coding, it's really a dream machine.

Quote:
Originally Posted by Lazycow View Post
Also, I see that the background repeats rapidly, so you could change to the 16 color mode and the "R-type-sprite-parallax-background-trick". (but somehow I guess you are already aware of that)
I have to admit, I gave up on the idea of a sprite parallax background, and like my new concept with the dual playfields and big fat sprite enemies a lot more now.

Quote:
Originally Posted by Lazycow View Post
Nevertheless, a very promising preview. I am curious about further updates.
Thanks, Lazy Cow.
Means a lot to me coming from you...
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Old 07 October 2016, 11:19   #7
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Video with the 16 color sprite from the screenshot above.

[ Show youtube player ]
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Old 07 October 2016, 18:15   #8
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Paying close attention to this one!
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Old 09 October 2016, 00:21   #9
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another interesting asm project.
Keep going...
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Old 09 October 2016, 02:59   #10
Adrian Browne
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Hope it works out. So many good new and boxed amiga games about these days, good stuff.
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Old 12 October 2016, 18:18   #11
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[ Show youtube player ]

Dual playfield parallax tile blitting works now...

next challenge: blitting and scrollcorrecting the players ship...
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Old 17 October 2016, 20:13   #12
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if you need music lmk
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Old 19 October 2016, 19:01   #13
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if you need music lmk
You got some Shmuppy stuff?

Then lmk...
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Old 19 October 2016, 19:06   #14
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You got some Shmuppy stuff?

Then lmk...
Well i did Powder soundtrack in the past, is a good reference? Btw would love to go trance/jungle/progressive with this
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Old 19 October 2016, 19:08   #15
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Old 21 October 2016, 17:57   #16
Steril707
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Sounds very nice and amigaish..

At the moment I am still in "heavy experimentation phase", though, and haven't even thought about music or sound, and how much CPU and DMA time that will cost me.

Will let you know when I am into that part of the game...

greets,
Michael
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Old 21 October 2016, 19:26   #17
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i however am trying to infuse new styles on the Amiga Gaming landscape, mostly influenced from japanese console games, movies and indie; did that recently with Bridge Strike and its nice inspiration from Top Gun; have some other stuff in the oven that will be interesting too and hear what i wanted Amiga to sound like
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Old 21 October 2016, 23:47   #18
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It's really nice to see there is progress in this thread. I would love to play new amiga shump with both great visuals and gameplay.
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Old 22 October 2016, 21:04   #19
Steril707
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It's really nice to see there is progress in this thread. I would love to play new amiga shump with both great visuals and gameplay.
Let's hope for the best...

At the moment I am getting my BOB blitting routines up to par.

Like always, I am shocked that in the very end, you don't get that much stuff to blit to the screen.

Plus, I somehow have to think about my "pet peeve bad Amiga port" (imo)which is Pacmania, and how I could do a better version of that... I tried out a few things already and made some graphics.
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Old 22 October 2016, 21:30   #20
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[ Show youtube player ]

And forgot also this little thing I am working on.
Has stupid AI, moving, jumps, and one attack already. Needs energy bars, hit sequence, sounds and general game stuff around it. Plus double buffering, the raster is faster than my blitting already. you see that green pole dude vanishing when he is jumping.

OCS rocks.

Last edited by Steril707; 22 October 2016 at 21:50.
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