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Old 08 April 2019, 21:44   #921
mcgeezer
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Mutant frogs added...

[ Show youtube player ]

Next up is the cave monsters with the big tongues.

Then it will be the mutant villagers which will be one of the harder enemies to code.
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Old 08 April 2019, 23:04   #922
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Impresive work
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Old 09 April 2019, 00:57   #923
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Seriously cool!
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Old 09 April 2019, 22:19   #924
dlfrsilver
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From japan: great job!!!!
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Old 10 April 2019, 22:58   #925
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Sometimes I'll look at things and say 'ohhh that'll be a piece of piss'.

How wrong I was, these cave lizards are an absolute night mare.

[ Show youtube player ]

The cave Lizards themselves were actually really simple...just normal sprites, the difficulty has come in the collision detection on the Lizard tongues.

I've set the sprites up so they're basically 48x16 blocks that get blit each frame, most of the sprite frame is just zero space... but the collision bound box routine I use is no good in this instance because the sprite changes shape, so I've had to implement a counter which counts the number of frames in the sprite and adjusts the bounding box appropriately.

And it's still not fucking right. The joys of coding.

Geezer
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Old 11 April 2019, 18:10   #926
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MUTANT RUSH!!!!!

Pushing the A1200 pretty hard here.....

[ Show youtube player ]

That's about the last of the enemies so now on to bug fixing and level creation.

Geezer
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Old 11 April 2019, 19:52   #927
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Masterpiece!!!
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Old 15 April 2019, 08:38   #928
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Congratulations for 1st place in AGDC!
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Old 15 April 2019, 11:40   #929
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Congratulations for your victory McGeezer. Winner EAB contest and winner in number of topic views. This topic has more than 58000 views!

Amiga community expected this game since long time ago.

Awesome.
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Old 15 April 2019, 12:23   #930
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Well done on winning the competition. And Rygar AGA is looking better every day so it's ever more worthy of the title
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Old 15 April 2019, 13:39   #931
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This topic has more than 58000 views!

.
Wow I never noticed that!!! Staggering!

Thank you everyone for your kind words on the competition, I'm very happy.
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Old 15 April 2019, 15:50   #932
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Small article in this months Retro Gamer magazine if you didn't know, might not be in the shops for a day or two but I subscribe so got it at the weekend.
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Old 15 April 2019, 18:32   #933
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hey mcgeezer


what kind of programming language or engine are you using to code this game ?


btw, fantastic results
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Old 16 April 2019, 17:11   #934
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Small article in this months Retro Gamer magazine if you didn't know, might not be in the shops for a day or two but I subscribe so got it at the weekend.
Yeah I spotted that little side article in the home brew section.

Quote:
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hey mcgeezer


what kind of programming language or engine are you using to code this game ?


btw, fantastic results
Thanks for the feedback.

The game is coded in 68020 assembler which is a low level language.

Geezer
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Old 17 April 2019, 15:13   #935
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All "Ghouls 'N Ghosts" discussion moved here: Decent port of Ghouls 'N Ghosts possible?
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Old 17 April 2019, 23:17   #936
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Over the last few nights I've been working on fixing bugs in the game, this wasn't too fruitful however I did fix two rather big bugs....

1) The graphics glitch of the disk armour is now fixed
2) Disk armour correctly stops when Rygar stops but is touched by an enemy in the same frame.

But, back by popular demand is the copper background.

[ Show youtube player ]

Now this was not easy for me to do and you have to appreciate that there is zero slowdown in the game when the background fade occurs, this is because I have pre-calculated it and have some copper jumping going on.

To add to the complexity I had to keep the hardware sprite multiplexer ticking completely flicker free so I have ended up bursting into new territory and using copper interrupts, without them when the fade occurs the hardware sprites will flicker, but by being able to precisely wait for a vertical line with the copper and then updating the hardware sprite pointers I was able to overcome this.

The strategy now is to get each round working perfectly, I've done other optimisations in the sprites, gradually they will now speed up throughout the game and I have significantly reduced the start difficulty/speed of the sprites which reflects more to the arcade.

Thank you to everyone who enjoys this project, it means a huge amount to me. I'm saddened though by some of the comments I've received for coming first in the competition... sometimes in the world you're damned if you do, and damned if you don't, but keep this thread Rygar related and anything compo related keep in the other respective threads.

Happy Easter everyone... I'll be spending mine with my family and friends.

Geezer
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Old 17 April 2019, 23:26   #937
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Happy Easter my friend, thank you.
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Old 17 April 2019, 23:52   #938
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Congrats on your win, enjoy your well earned Easter break!
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Old 18 April 2019, 15:03   #939
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Quote:
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I'm saddened though by some of the comments I've received for coming first in the competition... sometimes in the world you're damned if you do, and damned if you don't, but keep this thread Rygar related and anything compo related keep in the other respective threads.
Hi Graeme,

Don't worry about bitter people who are making negative comments.

The competetion rules stated that ports were allowed; nothing more to be said.

You have put sooooo much effort into this; which is an extemely complex / difficult game to get running on an Amiga. The results are almost 100% arcade accurate.

You won the competiton fairly and squarely. I have to agree with the results / positions given by the judges; I came to the same conclusion.

...and me being the biggest prize money contributor by a long shot; am very happy that you received the majority as you clearly deserve it.

Last edited by DamienD; 18 April 2019 at 15:10.
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Old 18 April 2019, 15:05   #940
mcgeezer
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Quote:
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Hi Graeme,

Don't worry about bitter people who are making negative comments.

The competetion rules stated that ports were allowed; nothing more to be said.

You have put sooooo much effort into this; which is an extemely complex / difficult game to get running on an Amiga. The results are almost 100% arcade accurate.

You won the competiton fairly and squarely. I have to agree with the results / positions given by the judges; I came to the same conclusion.
Thanks Damien, that means a lot.
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