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Old 14 September 2018, 18:32   #21
Havie
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Nicely done! Did you release screenshots of this a while ago? I feel like I saw a preview a few months back...

Anyway, I'm sure the colours of the sprites can be easily sorted for you if you'd like. That would also let you do things like scrolling them off the screen without disappearing, and even super-smooth scrolling on AGA machines. The colours used by the sprites can be a little tricky to set up, but I can give you a hand if you'd like.
That would be great as (see above) the clouds were meant to be sprites (2 sprites for each cloud) but I was having a mare with the colours and I couldn't work it out as the game on runs in 2 bitplanes.

How shall we proceed?
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Old 16 September 2018, 13:29   #22
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How shall we proceed?
You've got a PM
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Old 16 September 2018, 21:50   #23
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You have PM back - hopefully you can demystify sprite colours for me as they are extremely useful (shame that they are so limited even with multiplexing - imaging what could have been done with 64 16 colour sprites or better).
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Old 17 September 2018, 21:51   #24
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Daedalus has sorted out my error and now runs as I want. Clouds have now been changed into sprites so they scroll smoothly off the screen!

Have noticed a disappearing bird on occasion and might try and track this bug down. Also I agree that the graphics look stretched (I got so used to seeing them) and do need a little bit of a squash - anyone fancy squashing dino down a bit? As I used sprite collision detection, changing the size shouldn't break the game - can't be any wider though...
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Old 24 December 2018, 16:53   #25
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Just opened my copy of Retro Gamer magazine and a small piece on Dino Run!

Hopefully I will find time over the Christmas period to upload the last build I made with smoother clouds.

Happy Christmas!
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Old 11 September 2019, 22:14   #26
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Someone liked my game enough to redo the graphics and was good enough to get to the end. They found my surprise graphics change...

[ Show youtube player ]
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