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Old 02 March 2017, 07:56   #121
Gzegzolka
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It's good to see updates, as always great work
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Old 08 April 2017, 00:27   #122
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I did an interview with Amiten TV a week ago where I got to discuss AlarCity and show off a few new features.

[ Show youtube player ]

Relevant portion is at 19:30, through the rest of my interview I cover some other projects by myself and Tsak.
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Old 10 April 2017, 16:35   #123
Anakirob
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Quote:
Originally Posted by earok View Post
I did an interview with Amiten TV a week ago where I got to discuss AlarCity and show off a few new features.

[ Show youtube player ]

Relevant portion is at 19:30, through the rest of my interview I cover some other projects by myself and Tsak.
Very cool, but your pronunciation of Giana Sisters made me laugh.
[ Show youtube player ]
When it's an ordinary word like a noun or a verb then it is acceptable to use your own accent and pronunciation but there are different rules for pronouns. It's an Italian name and not a Germanic one so it would be pronounced more like "Gi-ah-nah" than "Jie-anna". I'm certainly not having a go at you, but rather if I had been pronouncing a pronoun such as a game title or persons name incorrectly I would like to know.

Last edited by Anakirob; 10 April 2017 at 16:44.
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Old 11 April 2017, 01:14   #124
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Fire-blast menus intro!

This new intro was created with a new Amiga tool from Erik that let's you choose gfx parts from a sheet and then move or animate them as you see fit! Very cool and extremely handy as you can create animations from individual gfx parts rather than the usual full screen frame by frame anims you can do with Amiga paint programs (such as DPaint or PPaint). On the downside the whole anim process is scripted via a .csv text file and there's no user interface but for dev purposes it's just great!

The Amiga output for this intro is actually far smoother (50 fps) & superior than the above gif mockup and it's pathetic 14~fps (which is the case for most of the mockup anims in this thread).
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Old 11 April 2017, 07:36   #125
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Very cool
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Old 11 April 2017, 09:09   #126
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Love that! Very professional looking menu!
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Old 11 April 2017, 12:39   #127
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Quote:
Originally Posted by Anakirob View Post
It's an Italian name and not a Germanic one so it would be pronounced more like "Gi-ah-nah" than "Jie-anna".
What's the difference?
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Old 11 April 2017, 13:17   #128
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Big difference if you say then out loud.

I pronounce it 'guy-anna'

"Gi-ah-nah" sounds quite posh in English!
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Old 11 April 2017, 16:16   #129
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Quote:
Originally Posted by idrougge View Post
What's the difference?
The pronunciation is the difference :P

Why don't you listen to the attached YouTube video to hear for yourself.

Do I really need to explain to you the difference between a G and a J? Or a long A and a short A?

Giana sounds nothing like Jianna, is Jianna even a thing? - Edit - Yes it is also a girls name, "used in English speaking countries" pronounced almost identical to Giana except for the first consonant sound.

Last edited by Anakirob; 11 April 2017 at 16:23.
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Old 11 April 2017, 20:05   #130
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Plese guys, let's keep this on topic
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Old 11 April 2017, 21:37   #131
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Hi Tsak,
Do you have any videos showing the news?
Greetings and thanks.
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Old 11 April 2017, 23:47   #132
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Feedback

Just tried the 0.2 Demo (emulated A1200 + 040 + 128 Meg)
and found the Screen to be Offset (see grabs)

Then when it quit/restarted (Time Out ? Failed Objective ?)
I presume it jumped Screen --- Workbench to front...
because I could hear the music but the mouse pointer was frozen
so I had to quit.

Last edited by Nobby_UK; 06 June 2019 at 21:43.
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Old 11 April 2017, 23:54   #133
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@Franchute13: You can get an idea from Erik's interview above where he shows a contemporary build of the game (even though the video link feed messes severely with the frame rate). The thing is that the game is currently rapidly changing as we continue implementing the missing features. So, before we provide the community with a new video we'd like first to bring the demo to a finalised and polished state. Hopefully there is not a huge amount of work left to do
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Old 12 April 2017, 00:02   #134
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@Nobby_UK: hmm, can't see to be able to replicate this from my part. This happens with other configurations (ex. 030) as well? What's the UAE version you're using?
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Old 12 April 2017, 00:38   #135
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Version 3.0.0.0

Same thing as an 020 or 030
But now screen flashes when weapon fired
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Old 12 April 2017, 01:00   #136
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Cool, I've confirmed that this happens with 3.0.0
Upgrade your UAE to 3.1.0 and above and you'll be fine
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Old 25 June 2017, 05:18   #137
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Ok guys and gals, time for an update! Some major announcements following!

1) Alarcity will now include in-game music AND sfx! I'm currently working on a new in-game track but nothing is set to stone yet. Basically we'd love to see if there are experienced Protracker musicians that would like to help. Pm!

2) We've went through a complete re-evaluation and redesign of the game's upgrade system and weapons/elements usage in the wake of the new level up system, currency and mana pool feats added. I'll go through those changes in detail in a future post.

3) Following this latest development the 'Shop' has been redesigned once more (for good this time). The new shop is now one single fullscreen and features a ridiculously simpler and user friendlier design! No more shuffling through dozens of pages, no more lucritive inventory management buttons, no more cryptic interfaces! One to rule them all!

4) New collectable items have been added and our tileset keeps getting expanded!

5) The 'enemies milestone' is close to be completed! As of now we have created and added to the game various baddies and each one features not only different basic stats (like HP and moving speed), sizes (tiny, normal, monster) and state (passive/aggressive) but different abilities and AI as well! F.e.
- Passive enemies will ignore you but if you shoot them they will turn aggressive!
- Hunter: fast and persistant, stops at nothing and will speed up if hit!
- Divider: Splits into smaller ones if killed. Legend says that dividers spontaneously clone themselves from time to time!
- Stalker: This sneaky hunter is semi-transparent and quite difficult to spot, so watch out!
- Bomber: don't get close as this one is quite.. ahem... explosive!
Next to come: shooting enemies & monster/mini bosses!
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Old 25 June 2017, 12:25   #138
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Sounding very cool indeed; nice work guys
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Old 25 June 2017, 16:15   #139
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Awessome
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Old 25 June 2017, 17:29   #140
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Guys, can we see any *sneak peak* images please
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