26 December 2013, 23:34 | #81 |
Glastonbridge Software
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This game is great, the graphics are so colourful! How does it work? And with parallax scrolling as well.
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27 December 2013, 00:01 | #82 |
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27 December 2013, 00:02 | #83 |
2 contact me: email only!
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The parallax is simply 64-bit wide sprites sitting behind a 64 colour gameplay area.
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27 December 2013, 00:28 | #84 |
Glastonbridge Software
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aha I thought it must be something like that
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27 December 2013, 04:08 | #85 |
Coder/webmaster/gamer
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I was going to ask what screen depth the game uses, but Codetapper has already answered this: 64 colours.
The shading on the graphics progresses in large increments, more reminescent of OCS than AGA. Using only 64 colours would explain that. It looks very similar to the SNES version unfortunately, I had hoped for more colours. |
27 December 2013, 14:19 | #86 |
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I was going to ask that as well. Does that mean there are only 64 colours on screen? or is it 64+64 = 128 colours? Still seems console quality.
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27 December 2013, 15:01 | #87 | |
Glastonbridge Software
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Quote:
I guess it is 80 colours when you include the background layer. |
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27 December 2013, 15:04 | #88 |
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For an AGA only game with "only" one parallax at 25fps, 64 cols doesn't seems too much…
But I'm not a coder. Great game anyway. |
27 December 2013, 15:20 | #89 | |
I Identify as an Ewok
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Quote:
http://amr.abime.net/review_19855 Well worth a read. Especially an interesting part about the developers looking at techniques used in old movies to fake a depth of field effect and how this inspired a similar blur-technique effect for the backgrounds in Putty Squad. |
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27 December 2013, 17:09 | #90 |
Going nowhere
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I suspect that Putty Squad was initially a 64 half brite mode ECS game, and then was expanded upon.
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28 December 2013, 01:09 | #91 |
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Amazing work
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28 December 2013, 11:58 | #92 | |
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Quote:
I wonder why is not there now in the full version maybe such screen is lost ? hey galahad have you seen this screen inside the archive john twiddy sent you? Last edited by Sandro; 28 December 2013 at 12:04. |
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28 December 2013, 12:25 | #93 |
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Yes that's a good point Sandro. I imagine it was probably dropped late on during development when they realised they had no more space left on the disk for the graphics. Just guessing though. Shame, as it looks like a really lovely screen. I wonder if its in the SNES version?
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28 December 2013, 15:23 | #94 |
A-Collector, repairments
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its from SNES version, level loading screen
http://www.mobygames.com/game/snes/p...ShotId,220748/ |
28 December 2013, 15:29 | #95 |
Only Amiga!
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There is definitely something funny with these ADF files. I managed to do the WHDLoad install fine, but when it comes to writing the images to a real floppy, I just cant get it to work.
I am following the instructions that came with the files to the letter, I use DiskWiz as it says and use new floppy disks, the actual write process seems to go without problems, but when I insert the floppy it just says DF0:NDOS if I insert disk 2 it says DF0utt if I attempt to open either disk I just get a screen flash. If I attempt to boot from disk 1 all that happens is a scrolling rainbow effect is seen on screen and the disk activity light is permanently lit. It will not boot the game. I have an A1200 with 3.1 roms and an 030 card with 64mb ram. I'm sure I am doing something wrong, but have not worked out what yet. Any ideas? |
28 December 2013, 15:31 | #96 |
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Do you have an ESCOM floppy drive by any chance?
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28 December 2013, 15:31 | #97 |
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28 December 2013, 15:47 | #98 |
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If you are certain that your disks on which you transfered the game are OK, then this would be my second guess.
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28 December 2013, 15:49 | #99 |
Only Amiga!
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28 December 2013, 16:34 | #100 |
Amibay Mod/Staff
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hi try tsgui in classic workbench and tick format while copying and verify as mine wouldnt work untill i tried that
now i have bootable disks |
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