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Old 03 April 2016, 21:04   #81
Gzegzolka
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Looks awesome, but I think it should do damage if You fall from great distance, right now it looks bit over-powered.
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Old 04 April 2016, 14:46   #82
majikeyric
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@Lazycow : you converted me to go C+ASM for my next projects on C64 and Amiga
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Old 04 April 2016, 18:08   #83
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@majikeyric: Excellent! Send me a note if you need some hints.
@Gzegzolka: Yes, it's too powerfull - it's just a test for a new powerup.

What's the augmentation of Powerglove? Superglove... Ionglove... Laserglove... Thunderglove!! Bam!
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Old 04 April 2016, 18:19   #84
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glowingglove
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Old 08 April 2016, 09:14   #85
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ovale: My tongue is broken...


A battle-test: it's nice to have CPU time left to improve the enemies, but obviously I have overshot the mark here... Rule of thumb: Make enemies fast or smart, but not both.
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Old 08 April 2016, 12:44   #86
phx
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Wow! So you are even doing improvements in the gameplay to the C64 version? Very nice.
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Old 08 April 2016, 13:22   #87
Gzegzolka
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This single monster fight like a boss , he sure have high aspirations
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Old 08 April 2016, 14:36   #88
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That guy's mean!
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Old 16 April 2016, 15:10   #89
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@Gzegzolka: Hm... I like that idea, let's see...


bossfight...
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Old 16 April 2016, 15:17   #90
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@Gzegzolka: Hm... I like that idea, let's see...


bossfight...
Beautiful
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Old 16 April 2016, 15:58   #91
phx
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Great! Also an ideal application of your screenshake routine.
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Old 16 April 2016, 16:29   #92
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Love the parallax screen shake effect!
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Old 16 April 2016, 16:55   #93
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That's a Badass boss
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Old 16 April 2016, 18:30   #94
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Amazing! This project is freaking awesome!
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Old 16 April 2016, 20:29   #95
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Nice!!!

@lazycow: that big boss is made of sprites ? or a bob ?
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Old 16 April 2016, 20:44   #96
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A battle-test: it's nice to have CPU time left to improve the enemies, but obviously I have overshot the mark here... Rule of thumb: Make enemies fast or smart, but not both.
Indeed, 1st rule of game design: fight must be highly asymmetrical, avatar must overpower/oversmart enemies or the game is going to be impossible.

Look at shmups: all enemies have lower weapons than you do, only their numbers and patterns are the actual threat. Overall one is fighting a large number of vastly less capable enemies.

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bossfight...
Fantastic, a very simple pattern, easily understood and adapted to. Maybe it would be even better if the boss changed its behavior slightly when its life points go below 50%: this would add some variety and challenge to the fight.
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Old 17 April 2016, 01:26   #97
Gzegzolka
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Awesome
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Old 17 April 2016, 02:29   #98
Adrian Browne
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Cool.
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Old 17 April 2016, 08:45   #99
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@ReadOnlyCat: Yes, I agree, the boss should be different at the end. I will prepare something.
@majikeyric: It's a 48x48 pixel blitter object, because all available sprites have been used for the (blue) background. But I only tested it with 68020 so far, so it might shrink a bit if it is too slow...
@Amigajay: Oh, you like that effect? It's on my buglist.

Thanks for the feedback, I like eab more and more...
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Old 17 April 2016, 11:51   #100
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@Amigajay: Oh, you like that effect? It's on my buglist.
That's a bug? Noooo. Keep it like that! Looks great!
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