English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 14 January 2019, 14:56   #181
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 1,695
Quote:
Originally Posted by Steril707 View Post
some notes about the development of Inviyya...

In the beginning, I wanted to start a dev blog here, but my style of development is so unlinear it doesn't make much sense. Sometimes i am just working on palettes and redesigns for a while, and then I code again. Lot of that is super boring shit. Also I had some breaks that lasted for months time.

Over the last two years, I noticed that game dev is a lot of repetition of things you thought you already had taken care of.
But with each redesign of the game, and there were two of them, I usually had to re engineer some other things as well. And that took me a lot of time unfortunately.

Also in the beginning, my ambition was to develop a simple 8 colour scrolling shooter. With a few enemies. One level. So, nothing really special...

But I really was never satisfied with what I had at hand, plus I really loved taking what the Amiga has in its chip sets and experiment A LOT of what could be done with it.

Sometimes I just spent weeks experimenting, or implementing something that I really didn't need in the end, but was fun to try out..

The Amiga is a hard to to tame, but very deep beast.
It's and incredibly nice experience if you are a coder and equally a pixel guy, since you can try out all kinds of weird tricks.


After the biggest scope creep I ever experienced developing a retro game, now I have a 16 color parallaxing SHMUP game with four levels, some extra weapons, Hi Score List and animated enemies that nearly feels (in my opinion) like a commercial game from back in the day..

It's still a long way to go, but I start to see "the exit".

Hopefully you guys will like what I cooked up..

Anyway, I already have some game ideas for the time after "Inviyya", OCS and AGA (got my self a 1200 these days... )
Great stuff buddy!

This is one of the reasons why I like arcade ports... you have a set out objective and game design already there where the scope can't creep.

Best to stick to a design that you want and work to it... easier said than done I know. Your game looks great!

Geezer
mcgeezer is offline  
Old 14 January 2019, 20:20   #182
JudasEZT
Registered User
JudasEZT's Avatar
 
Join Date: May 2003
Location: mercury
Posts: 570
Steril, I feel very identified with what you say.
Never satisfied, .. and is very hard to make a 'little' game, I always want to add something which makes a better overall sensation to the game.

Also, make a devblog is not easy, because there are lots of paths and different options to solve things and be creative. Testing those options is very deep and fullfilling for one self.
JudasEZT is offline  
Old 19 January 2019, 16:29   #183
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,357
@MCgeezer and JudasEZT: thanks for your kind words...

@Everybody: being kind of inspired by that parallax thread here on EAB, I added another layer of parallax to my game..

Watch here...

[ Show youtube player ]
Steril707 is offline  
Old 19 January 2019, 16:42   #184
viddi
Moderator

viddi's Avatar
 
Join Date: Apr 2006
Location: Germany
Age: 40
Posts: 3,684
Wow! Brilliant, mate!!
viddi is offline  
Old 19 January 2019, 17:33   #185
Shatterhand
Warhasneverbeensomuchfun

Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 36
Posts: 3,437
Quote:
Originally Posted by Steril707 View Post
@MCgeezer and JudasEZT: thanks for your kind words...

@Everybody: being kind of inspired by that parallax thread here on EAB, I added another layer of parallax to my game..

Watch here...

[ Show youtube player ]
It looks fucking cool! Is it made with multiplexed sprites ?

The game is looking sweet!
Shatterhand is offline  
Old 19 January 2019, 18:18   #186
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,357
Quote:
Originally Posted by Shatterhand View Post
It looks fucking cool!
Have you noticed it's three layers of parallax instead of only two now?
Steril707 is offline  
Old 19 January 2019, 19:43   #187
Pyromania
Moderator

Pyromania's Avatar
 
Join Date: Jan 2002
Location: Chicago, IL
Posts: 2,326
Cool game!
Pyromania is offline  
Old 19 January 2019, 19:57   #188
DanyPPC
Registered User

 
Join Date: Dec 2016
Location: Italy
Posts: 205
Always better !
DanyPPC is offline  
Old 19 January 2019, 20:24   #189
LeCaravage
Registered User

LeCaravage's Avatar
 
Join Date: May 2017
Location: AmigaLand
Posts: 187
Holy shit ! 3 parallaxs with 12 bobs in 4 bpls. Crazy good.
LeCaravage is offline  
Old 19 January 2019, 22:27   #190
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,710
I love the design of that boss/barrier thing at the end too. And the extra parallax is good stuff.

This is beginning to look like something rather special, keep it up!
roondar is offline  
Old 20 January 2019, 11:39   #191
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,357
Thanks for your kind words, Roondar...

Me first time testing Inviyya on real AGA hardware:
[ Show youtube player ]

apart from some glitches in the sprites for logo and score the game seems to work..

Happy moment..
Steril707 is offline  
Old 20 January 2019, 13:05   #192
invent
pixels

invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 48
Posts: 323
Has a great Amiga feel about the game also, keep up the good work.
invent is offline  
Old 20 January 2019, 13:43   #193
JudasEZT
Registered User
JudasEZT's Avatar
 
Join Date: May 2003
Location: mercury
Posts: 570
Seems like an arcade machine. Very smooth and consistent.
JudasEZT is offline  
Old 20 January 2019, 14:04   #194
StingRay
move.l #$c0ff33,throat

StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,367
Quote:
Originally Posted by Steril707 View Post
apart from some glitches in the sprites for logo and score the game seems to work..

Make sure your sprites are properly aligned. Also check if BPLCON3/4 are set to the correct values.
StingRay is offline  
Old 20 January 2019, 14:17   #195
Gorf
Registered User

 
Join Date: May 2017
Location: Munich/Bavaria
Posts: 885
Quote:
Originally Posted by Steril707 View Post
Have you noticed it's three layers of parallax instead of only two now?

this is really cool!

It looks great - almost everything in this game...
but I somehow do not get these rather large green (top) and grey (bottom) tiles in this level.
Are they just a placeholders, or ist this the intended design?
(Sorry for my ignorance ...)
Gorf is offline  
Old 20 January 2019, 18:18   #196
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,357
Quote:
Originally Posted by Gorf View Post
Are they just a placeholders, or ist this the intended design?
(Sorry for my ignorance ...)
Seems they are not your style, then...

Quote:
Originally Posted by StingRay View Post
Also check if BPLCON3/4 are set to the correct values.
That could be the culprit. Thanks, Stingray...
Steril707 is offline  
Old 20 January 2019, 18:28   #197
Gorf
Registered User

 
Join Date: May 2017
Location: Munich/Bavaria
Posts: 885
Quote:
Originally Posted by Steril707 View Post
Seems they are not your style, then...
Still looking very good all in all - I just can't figure out what these pattern are supposed to resemble (if they are to do so at all... ) - maybe just to abstract for me.
Gorf is offline  
Old 20 January 2019, 18:57   #198
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,357
Quote:
Originally Posted by Gorf View Post
Still looking very good all in all - I just can't figure out what these pattern are supposed to resemble (if they are to do so at all... ) - maybe just to abstract for me.
Hehe, no problem..

And, like almost anything in this game, everything is still in flux and might be changed...
Steril707 is offline  
Old 20 January 2019, 19:12   #199
d4rk3lf
Registered User

d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 653
Awesome looking game.
Keep up the great work!

3 Parallax looks great... maybe only the third parallax layer (the far one) looks a bit strange, because it's moving at the exact same speed as spaceship.
Is it possible to slow down a little that last layer?

I might be wrong, thou.
d4rk3lf is offline  
Old 20 January 2019, 20:33   #200
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,357
No, you are right. This needs a bit more work though. Will probably add this next week.
Steril707 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
Inviyya - Development Thread (Space Shooter) Steril707 project.Amiga Game Factory 79 12 March 2020 10:10
Unfinished shoot 'em up dreamkatcha Retrogaming General Discussion 26 11 December 2016 18:24
Skeet Shoot mai HOL data problems 6 03 July 2013 00:52
[Found: Shoot Out] Looking for an Amiga PD shoot em up ROYALPAVILLION Looking for a game name ? 3 04 July 2010 14:29
Name for a Space shoot'em up? retrogamer Looking for a game name ? 6 13 April 2007 03:32

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 05:45.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Page generated in 0.10423 seconds with 16 queries