04 November 2019, 13:09 | #341 |
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Location: Athens , Greece
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Looks and sounds fantastic, but please, I'm with Predseda, keep the fire coming out from the ship's vertical center as it used to be, playing and maneuvering will be rather awkward as it is now.
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04 November 2019, 13:52 | #342 | |
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Quote:
It is different to most other games and gives Inviyya an extra touch. It may also work nice for extra guns you could earn during the game, that get attached to the bottom of the ship or in front of it ... |
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04 November 2019, 14:18 | #343 |
Puttymoon inhabitant
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Thats why I ask if there is a reason. Maybe there is.
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04 November 2019, 18:16 | #344 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,856
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!!! (even the gun on the top of spaceship)
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04 November 2019, 19:00 | #345 |
J.M.D - Bedroom Musician
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Location: los angeles,ca
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More than else i wonder: there will be a beam gun?
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04 November 2019, 19:12 | #346 |
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05 November 2019, 08:09 | #347 | |
Inviyya Dude!
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Location: Amiga Island
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Quote:
The fat colourful shot is (almost) centered... (see here: ) Do you mean the "R-Type Wave Cannon"? Nope. Last edited by Tigerskunk; 05 November 2019 at 08:17. |
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05 November 2019, 08:16 | #348 |
Puttymoon inhabitant
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Great great, keep us informed!
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06 November 2019, 11:35 | #349 |
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Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
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It looks completely awesome.
I wish people would take more inspiration from Apidya than R-Type though. I need more colourful bug shooters in my life |
06 November 2019, 12:12 | #350 |
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06 November 2019, 13:09 | #351 |
cheeky scoundrel
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06 November 2019, 18:02 | #352 |
Inviyya Dude!
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Location: Amiga Island
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Don't give me ideas...
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26 November 2019, 22:26 | #353 |
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Location: Athens , Greece
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Hey Steril707, any news on Inviyya?
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26 November 2019, 23:14 | #354 |
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Location: BNE AU
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wow, can't wait to try this out and maybe have a comp at one of our AmigaRetroBrisbane meetups!
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28 November 2019, 08:54 | #355 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Thanks for asking, Vulture, but nothing spectacular to show at the moment..
Working everyday on it a bit, but now it's "just" level design, pixeling stuff and also creating music, since I took over music creation as well. Also, I decided to include one more level (going up from five to six levels. Initially I had planned for only four.), since I noticed I still have around 28% of disk space left after compression (will need to leave some space for the trainer dudes as well ) This makes the final game: * OCS, needs 512k chip and 512k other RAM (chip/slow/fast), runnable up from an A1000 with some fast RAM up to probably whatever 68k config you may have. Not guaranteed, though, off course. Need to run some tests on some weirder configs. Had someone test the game on his 68060 AGA machine, and it worked, so far... * six levels (earth assault, lava cave, Inviyya base attack, cave of the ice dragon, under the sea, into the Alien Mothership), each with distinct graphics and a different way to tackle them. * each level has its unique enemies and Bosses. No enemies or Bosses are reused in between levels. * one floppy disk * game is loading from floppy in between levels with very short loading times (<5 sec) * 16 color graphics with 2 background parallax layers (some copper colors as well in some levels) * 50 fps (with some frame drops here and there) * 3 or 4 four extra weapons plus speed up pods * switch shooting between front and back with second button or space key. Adds a strategic component for some situations. * each level has its own music and boss theme, using 28 khz samples (best quality Paula can produce) * also sfx for shots and explosions playing along the music Game will be available as a download for around 15 Euros or a nice boxed edition with a floppy, manual, and one or two goodies inside that will be around 30 to 40 Euros, I guess.. And at the moment I hope for a release around February. I will release a demo of a part of the first level in two weeks, though... Last edited by Tigerskunk; 28 November 2019 at 09:12. |
28 November 2019, 09:24 | #356 |
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Awesome news!
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28 November 2019, 09:38 | #357 |
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Awesome work mate, keep it up. I know how hard it is to get a game over the line...just keep at it and don't be afraid to take a bit of time away from it if you need to!
Geezer |
28 November 2019, 10:06 | #358 |
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Looks really cool! And it looks like a game that I would expect from an Amiga, not just some halfhearted port.
What I would be interested in, if you could share some information about the development process. What tools did you use for the different parts (grafics, sound), any libraries (or everything self coded?) dev environment, etc.. |
28 November 2019, 10:26 | #359 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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Quote:
I wrote a lot of conversion tools myself in C# that speed up the process of getting assets into the game immensely. That's it basically. No magic involved... |
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28 November 2019, 11:04 | #360 | |
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Quote:
The game looks great by the way! |
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