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Old 03 August 2018, 01:57   #141
phx
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It is not a good idea to start working on new techniques or new game ideas when your current project is still far from being finished.

I guess, how to proceed also depends on the state of the old Inviyya project. How much is already implemented? 50%? If it is already approaching completion (let's say 80% or more), then I would recommend to focus on it and finish it, keeping the new techniques for the next game.

Otherwise this may be too hard and you risk losing interest, because the new techniques seem more advanced and motivating. Then you might have to switch to the new engine, even if it means that the release will be much delayed.

This is also the reason why you should prefer smaller game projects for the beginning, and finish them. You learn a lot every time, which you can use for the next game. I also improved my game engine from Solid Gold over Sqrxz3 to Sqrxz4, and now to Trap Runner. I nearly don't dare to mention the engine of Sqrxz1 and 2, which was really bad.
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Old 03 August 2018, 02:47   #142
DamienD
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Thank you for the update Steril707, appreciate it

I'm no coder / programmer but can totally understand where you are coming from

I think the advise from roondar and phx is solid though... everything can always be improved but it doesn't have to be that way with any project before going public...

Life is about constant learning, gaining knowledge / skills but you can't keep adjusting things with new techniques learnt, otherwise you'll never finish anything that you started

From my own perspective, and definitely not on the same level one bit... I'm constantly changing stuff in regards to my WinUAE collection when I find problems / better ways to do things... but I eventually had the balls to release something even though I wasn't 100% happy (and probably never will be).

Trust me, I toyed around for many, many years as I thought it wasn't good enough for public consumption... but will and am constantly improving things afterwards
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Old 04 August 2018, 06:54   #143
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Guys, thanks for your thoughts on this matter...

I think I was able to make my mind up now...

Last edited by Steril707; 04 August 2018 at 07:16.
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Old 04 August 2018, 07:56   #144
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Quote:
Originally Posted by Steril707 View Post
Guys, thanks for your thoughts on this matter...

I think I was able to make my mind up now...
What’s the technique you’re using in the new engine? Repeating sprites for the background?
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Old 04 August 2018, 08:44   #145
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What’s the technique you’re using in the new engine? Repeating sprites for the background?
Yep...

Takes a lot of DMA slots, though.
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Old 04 August 2018, 09:22   #146
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Takes a lot of DMA slots, though.
I had the same problem in Powerglove and to ease this problem a little bit, I changed the start of the multiplexing-copperlist to the first background row whith transparent pixels. (there's no need to multiplex sprites when noone is able to see them) And the same trick is used with the end of the multiplexing-copperlist...
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Old 04 August 2018, 09:54   #147
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Originally Posted by Lazycow View Post
I had the same problem in Powerglove and to ease this problem a little bit, I changed the start of the multiplexing-copperlist to the first background row whith transparent pixels. (there's no need to multiplex sprites when noone is able to see them) And the same trick is used with the end of the multiplexing-copperlist...
Yes, when I tested this using the whole screen used way too much DMA for me, most of the games I’ve seen do it successfully seem to limit the vertical size of the background in some way. It’s a great effect especially if you can do the artwork in a way that hides the fact that you’re using it.

Looking forward to seeing both your implementations
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Old 04 August 2018, 10:28   #148
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Quote:
Originally Posted by Lazycow View Post
I had the same problem in Powerglove and to ease this problem a little bit, I changed the start of the multiplexing-copperlist to the first background row whith transparent pixels. (there's no need to multiplex sprites when noone is able to see them) And the same trick is used with the end of the multiplexing-copperlist...
Isn't much of use though, if you can see almost the whole height of the background through the foreground.

Last edited by Steril707; 27 August 2018 at 10:46.
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Old 04 August 2018, 10:45   #149
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I used a different color on one sprite pair so you can see the "effect".

Last edited by Steril707; 27 August 2018 at 10:47.
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Old 04 August 2018, 12:21   #150
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looks pretty!
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Old 04 October 2018, 11:06   #151
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Went for the new engine, and looking good now and I am happy I did it..







Game is still on track, hope for a pre christmas release..
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Old 04 October 2018, 13:26   #152
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Looks wonderful, can't wait to play it !
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Old 04 October 2018, 17:12   #153
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Still looking good there, it has a very distinctive look to it. Looking forward to seeing it in action!
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Old 04 October 2018, 17:48   #154
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Hell yeah, grab my money !!
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Old 04 October 2018, 19:35   #155
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Awesome !!!

I am impatient to play with it
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Old 04 October 2018, 21:33   #156
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Looks really nice that buddy! Would love to see it action.
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Old 05 October 2018, 12:22   #157
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Thanks for the nice comments, guys...

Keeps me motivated...
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Old 05 October 2018, 23:20   #158
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Looks fantastic - really looking forward to playing it!
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Old 09 October 2018, 01:19   #159
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Thumbs up

@ Steril707


wow looking better & better


do you have a donate button so we can at least buy you a coffee/ beer or two
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Old 16 October 2018, 14:57   #160
Steril707
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And some videos...

[ Show youtube player ]

[ Show youtube player ]

Just leveldesign and a couple of bugs and glitches to do, almost all of the technical stuff is implemented now.

Hopefully it will be finished for a pre christmas release...


@klx300r: Your kind words are motivation enough... Thanks, man...

Last edited by Steril707; 16 October 2018 at 16:05.
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