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Old 16 July 2023, 17:37   #81
TCD
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Originally Posted by basementApe View Post
Oh crap, I forgot to look at the whole 'second button to jump' situation. I'll make a note to include left/right + 2nd button to jump off in the next update For now, the way to do it is to hold left/right and then press up to jump off
No worries Thank you for the hint Now I just need to get better at the game
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Old 16 July 2023, 20:33   #82
donnie
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I have to say it looks fantastic, already better than the arcade. Love the tasteful copper sky.

Great decision going 16 color. Many amiga fans are obsessed with maximizing the amount of colors at the expense of everything else especially on amiga 500/ocs. When 16 colors are adequate in the right hands using modern palette techniques.
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Old 17 July 2023, 10:07   #83
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Waves of water from sewers don't look very good. The shape and the lack of colors, make them look like harrows.

Except that, it's a great game ! Congrats.
GFX are very good.
SFX department is very good.
Impacts are good.
Controls are good (except I couldn't use a second button with UAE)

Levels design is good.

Difficulty is perfect for me.

Rastan proves one more time that good use of Copper sky makes the difference.

The main sprite is very well done. So many Amiga game makers didn't work hard enough to get one. To my eyes, it's one very important aspect of a game. It helps you to enter the game fully.

I noticed since the first version of the game something about some ennemies behaviour. If you walk back a little bit to put them out of the screen zone, it's pretty easy to make them disappear from the level and you won't have to fight them. Walking back will produce some strange enemies behaviour too, some of them will become crazy and move like bees, waiting you near the top of the ropes (level 1b)

Maybe, it's something wich is already on the "ToDo" list...

Last edited by logo; 17 July 2023 at 10:20.
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Old 17 July 2023, 10:28   #84
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Controls are good (except I couldn't use a second button with UAE)
have you tried "CD32 pad" in joystick settings?

Nice game, I think I'll dig into it when it's done. I hope BasementApe will go the distance.
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Old 17 July 2023, 21:28   #85
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Quote:
Originally Posted by logo View Post
Waves of water from sewers don't look very good. The shape and the lack of colors, make them look like harrows.

Except that, it's a great game ! Congrats.
GFX are very good.
SFX department is very good.
Impacts are good.
Controls are good (except I couldn't use a second button with UAE)

Levels design is good.

Difficulty is perfect for me.

Rastan proves one more time that good use of Copper sky makes the difference.

The main sprite is very well done. So many Amiga game makers didn't work hard enough to get one. To my eyes, it's one very important aspect of a game. It helps you to enter the game fully.

I noticed since the first version of the game something about some ennemies behaviour. If you walk back a little bit to put them out of the screen zone, it's pretty easy to make them disappear from the level and you won't have to fight them. Walking back will produce some strange enemies behaviour too, some of them will become crazy and move like bees, waiting you near the top of the ropes (level 1b)

Maybe, it's something wich is already on the "ToDo" list...
Thanks! I'll take another look at that water when I revisit the level.

Totally agree on main characters in any game. They're what you'll be staring at most of the time so they best look the part. Taito recognized this as well ofc. If you look closely, the Rastan sprite is a good step above everything else for anatomy, proportions, and animation quality. That's the sprite I had to do the least amount of work on, just some minor cleanups really.

Enemies get destroyed when they go out of screen bounds for optimization reasons, tho I've expanded the range for the ones inside the castle a bit in the next update, which should be up later tonight. The buggy AI should also be fixed, thanks for pointing that out. I had kinda forgotten about it lol

Quote:
Originally Posted by jotd View Post
have you tried "CD32 pad" in joystick settings?

Nice game, I think I'll dig into it when it's done. I hope BasementApe will go the distance.
That's the plan Most of the gameplay and a good chunk of the monster roster is already in there, so I feel I got my arms around this.
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Old 17 July 2023, 22:34   #86
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Enemies get destroyed when they go out of screen bounds for optimization reasons, tho I've expanded the range for the ones inside the castle a bit in the next update, which should be up later tonight. The buggy AI should also be fixed, thanks for pointing that out. I had kinda forgotten about it lol

What Scorpion recycling method are you using? It appears to be correct 'Always' for the green enemies, so they don't vanish if you scroll them off screen (which Respawn/Reset would).

Noticed screen was shifted to left, Project tab option 16/32 pixels right would fix.

Only bug I noticed was with 1st rope I suddenly could climb into the sky and slid down it automatically, couldn't reproduce again though


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Old 17 July 2023, 22:45   #87
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What Scorpion recycling method are you using? It appears to be correct 'Always' for the green enemies, so they don't vanish if you scroll them off screen (which Respawn/Reset would).

Noticed screen was shifted to left, Project tab option 16/32 pixels right would fix.

Only bug I noticed was with 1st rope I suddenly could climb into the sky and slid down it automatically, couldn't reproduce again though


Nooo, I just posted a new update too lol. Ok, I'll leave that for later. Thanks for sharing!

You're right, the reptile enemies and most others use recycle 'always' while the castle dudes use 'recycle' never. I destroy the latter ones manually when they get a certain distance away from the player.


Changes in the last update:

- 2nd fire button to jump properly implemented.

- Fixed Rastan's castrato death howl.

- Fixed horizontal movement for downward plunges to make them behave the same way regular jumps do.

- Fixed AI ledge bug for level 1-B warriors.

- Added hard-drive version.


If nothing else is horribly broken this'll probably be the last demo release, at least for a while. Time to get busy with the rest
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Old 18 July 2023, 08:29   #88
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Changes in the last update:

- 2nd fire button to jump properly implemented.
Thank you Works much better now
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Old 18 July 2023, 09:01   #89
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amazing work so far

question
doing some different hw setting on WinUAE, the game seems to refuse other configuration than a standard A500 with 512k, or 512+512 slow RAM

ie 1 MB Chip seems refused

worth a check?
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Old 18 July 2023, 19:00   #90
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thank you for this i was wondering why rastan was doing very tiny little jumps maybe he had a problem in knees?
Quote:
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- 2nd fire button to jump properly implemented.
must be your problem mate i ran it in a 1200 config with lots of extras and it worked fine
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doing some different hw setting on WinUAE, the game seems to refuse other configuration than a standard A500 with 512k, or 512+512 slow RAM
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Old 18 July 2023, 19:34   #91
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ie 1 MB Chip seems refused
Effectively I just emulated a simple A600 1MB and game locks to black screen after the title.
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Old 19 July 2023, 00:10   #92
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On real hardware the game work with standard A500 with 1MB Chip. It work with A500 and Mathesar / 14mhz-accelerator that got 1MB slow RAM together with 1MB Chip. Also tested and working nice on standard A1200/2MB chip.

If people have problems like mentioned in the thread with emulators it seams like the problem is there and not with Scorpion engine.

Great game!

Last edited by nikosidis; 19 July 2023 at 00:23.
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Old 19 July 2023, 08:41   #93
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On real hardware the game work with standard A500 with 1MB Chip.
Did you try it with only 1 MB Chip? Seems like the game needs at least 512k of other RAM to work.
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Old 19 July 2023, 09:01   #94
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thanks for the tries with real hardware guys, i have made some other tests

Quote:
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Did you try it with only 1 MB Chip? Seems like the game needs at least 512k of other RAM to work.
WinUAE results :
A500 1MB Chip - the game works
A500+ default - black screen loading the first stage (the menu works)
A600 default - same as A500+ ,black screen loading the level

maybe a kickstart issue then, not sure
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Old 19 July 2023, 09:09   #95
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WinUAE results :
A500 1MB Chip - the game works
Interesting. When I use the most common A500 quickstart in WinUAE 5.0.0 and just change the chip RAM to 1 MB chip and slow RAM to 0 MB the game gurus before the title screen.
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Old 19 July 2023, 09:22   #96
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i'll made other tries then
forgot to say, i was testing the alpha030 version

EDIT just noticed there is a 031 version, ill check also that

Last edited by kremiso; 19 July 2023 at 09:46.
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Old 19 July 2023, 10:38   #97
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Could be kickstart-related yeah. I only have 1.3 and 3.1 to test with.

I'm using a memsaver trick to eke out some more memory but it only works with kickstart 1.3 afaik so maybe that's why?
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Old 19 July 2023, 12:03   #98
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Could be kickstart-related yeah. I only have 1.3 and 3.1 to test with.

I'm using a memsaver trick to eke out some more memory but it only works with kickstart 1.3 afaik so maybe that's why?
oh yes, the endrun command in the startup-sequence seems the only issue

removing that, the game start also with an A500+ configuration

i remember it was a problematic one with some configurations, despite the 44k gain
same for the add21k
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Old 19 July 2023, 13:21   #99
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thanks for the trick
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Old 19 July 2023, 20:29   #100
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On my A500s I have kick 1.3 on A1200 I have 3.0. As said before in the thread everything good.
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