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Old 04 November 2019, 13:09   #341
vulture
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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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Old 04 November 2019, 13:52   #342
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Quote:
Originally Posted by vulture View Post
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.
I like it!

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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Old 04 November 2019, 14:18   #343
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Thats why I ask if there is a reason. Maybe there is.
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Old 04 November 2019, 18:16   #344
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!!! (even the gun on the top of spaceship)
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Old 04 November 2019, 19:00   #345
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More than else i wonder: there will be a beam gun?
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Old 04 November 2019, 19:12   #346
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Quote:
Originally Posted by Steril707 View Post
Inviyya booting on an A500...

[ Show youtube player ]



oooo awesome.congratulations.
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Old 05 November 2019, 08:09   #347
Tigerskunk
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Quote:
Originally Posted by vulture View Post
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.
The normal shot was always coming slightly from under the ship, and the fast shot a bit above.
The fat colourful shot is (almost) centered...
(see here:


)

Quote:
Originally Posted by saimon69 View Post
More than else i wonder: there will be a beam gun?
Do you mean the "R-Type Wave Cannon"? Nope.
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Old 05 November 2019, 08:16   #348
Predseda
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Great great, keep us informed!
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Old 06 November 2019, 11:35   #349
gimbal
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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
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Old 06 November 2019, 12:12   #350
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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
But has Apidya a dragon? No!
So Inviyya is clearly better!
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Old 06 November 2019, 13:09   #351
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But has Apidya a dragon? No!
So Inviyya is clearly better!
But an Inviyya based on Apidya with dragons would be a thing of beauty.

I already designed the sequel folks.
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Old 06 November 2019, 18:02   #352
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Don't give me ideas...
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Old 26 November 2019, 22:26   #353
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Hey Steril707, any news on Inviyya?
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Old 26 November 2019, 23:14   #354
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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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Old 28 November 2019, 08:54   #355
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Originally Posted by vulture View Post
Hey Steril707, any news on Inviyya?
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...


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Old 28 November 2019, 09:24   #356
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Awesome news!
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Old 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
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Old 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..
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Old 28 November 2019, 10:26   #359
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Quote:
Originally Posted by sparhawk View Post
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..
I used Visual Studio Code for coding, GIMP for graphics, Cubase SX 6.0 for working on sound effects and recording stuff, and Protracker 2.3 for creating music.

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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Old 28 November 2019, 11:04   #360
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I wrote a lot of conversion tools myself in C# that speed up the process of getting assets into the game immensely.
Would you be willing to share those tools? I'm working on a good workflow for Blitz Basic 2 at the moment and being able to easily convert pngs to iff (aslo sounds) would help a lot.

The game looks great by the way!
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