03 April 2012, 09:32 | #321 |
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Ah right, I only had a quick skim of the guide so I didn't see that. What I might do is detect what Kickstart is running in the code and if it's older than 2.0, use the standard LoadModule command instead. Hopefully that'll do the trick. Thanks!
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03 April 2012, 10:13 | #322 | |
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Well this is the best a text editor will do.
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03 April 2012, 10:23 | #323 |
Puttymoon inhabitant
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Graham, do we need a special screen with instructions? There should be some explanation of power-up as well as ingame keys. I could also put it to the website.
And one more suggestion: I like the new copper a lot, but I liked the old one as well. Could there be used various coppers for one and two players game respectivelly? It would add a bit of variety. Last edited by Predseda; 03 April 2012 at 10:28. |
03 April 2012, 12:27 | #324 |
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Very cool stuff guys, I've got a page or 2 to catch up on yet, but I had a name change suggestion that just struck me that I like.
Remnant Exact same line of thinking, but is a bit cleaner and more concise a word. Seems a bit more "powerful" a word too. "Remainder" has a slight negative connotation about it. In my opinion of course |
03 April 2012, 14:03 | #325 |
Puttymoon inhabitant
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Maybe negative, but Remainder sounds better than Remnant
I also suggest one more change: after the game is over in 2 players mode, it is not so obvious which one should enter his hiscore to the hiscore table. So I suggest the no. of player above the chart to be flashing, or maybe better to add the sprite image of the relevant player next to the table (shown in picture bellow as a red circle) when prompted. Could be also animated. And I would also like wilshy to add one more sound for collecting power-up. Now the sound is the same for everything collected, no matter if it is a power-up or just a fruit. And I would suggest to remove '/2' powerdown from one player game. Last edited by Predseda; 03 April 2012 at 14:17. |
03 April 2012, 19:28 | #326 | |||||
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Thanks for that clenched, I'll be sure to give that a look.
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However something on the website to that effect would probably be good. Quote:
I agree - cheers Fishy but I do prefer our current name - but thanks for the suggestion anyway Quote:
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Actually if I'm really being honest, the score powerups are a bit of a waste of time overall, although they're pretty harmless in the grand scheme of things. If I do get round to a sequel I'll probably get rid of them completely. Thanks all! Priority number one this week is to get the thing working properly on all setups again, then to fix the objects in platforms bug, and then I'll look at the other cosmetic issues if there's time and if it's suitable (and writing the sodding manual). Apart from that, we're as good as done and what a great achievement it has been from everybody concerned. |
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03 April 2012, 19:39 | #327 | |
Puttymoon inhabitant
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I will add those powerups to the website tomorrow. |
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03 April 2012, 21:19 | #328 |
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Great, thanks!
Yeah the flashing is probably easier. I did know what you meant so no problems with your English Just throwing ideas around. |
03 April 2012, 22:01 | #329 |
Puttymoon inhabitant
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Just the last pre-production quick pic for our fans...
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03 April 2012, 22:26 | #330 |
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That's a cool pic Predseda
Regards, Lonewolf10 |
03 April 2012, 22:27 | #331 |
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Nice pic, Predseda .
I compiled a version for myself with chains down the left and right of the screen. Them invisible borders were driving me nuts . Your welcome to try yourself, with the code below. I cheated a bit and just used the line command . (changes in red) . Code:
Select part ; part goes up by 1 every two frames to allow us to update both bitmaps Case 0 If drawplat<9 ; just blit a blank row to the just below the bitmap For x=0 To 19 ; Do this 20 times to fill the row (x ASL 4 is a faster way of doing x*16) Block 0, x ASL 4,paste Next Line 1,paste+4,1,paste+7,3 Line 319,paste+4,319,paste+7,3 Else ; If we've drawn 11 blank rows, it's time to put some blocks on the screen If db=0 ; Only do this on bitmap zero For x=0 To 19 Read tile ; each value in the data statments = shape number to blit map(x)=tile Block tile,x ASL 4,paste ; all the way across the screen as usual Next Line 1,paste+4,1,paste+7,3 Line 319,paste+4,319,paste+7,3 Else ; if we're on bitmap one... For x=0 To 19 Block map(x),x ASL 4,paste Next x Line 1,paste+4,1,paste+7,3 Line 319,paste+4,319,paste+7,3 platcount=platcount+1 ; keeping track of how many rows of platforms we've blitted EndIf EndIf Case 1 BlockScroll 0,paste,320,8,0,paste-#view ; Copies the same row to the row just above the display, so you can't see it End Select You may remember I had all sorts of problems with the music on 'Hydrozone'. Music not playing right on 68030 cpus. Missing notes etc. Last edited by DJCruicky; 03 April 2012 at 22:37. |
03 April 2012, 22:39 | #332 |
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Wow that's some nice going, I may have to try it out myself
The border issue is definitely more of a problem under emulation than on a real Amiga I've noticed. It's still there on my A1200 but it doesn't look anywhere near as bad. Thanks, will give that a go! (Oh, and really cool pic Predseda!) EDIT: Yes, I recall your problems with Hydrozone's music. I don't know what it is with Blitz and music but it's never easy. |
03 April 2012, 23:03 | #333 |
Puttymoon inhabitant
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I got squished because of missing borders more often on my real Amiga than in emulation
Anyway - those chains could help, I agree. One small problem, maybe bug, maybe smtg with my equipment: sometimes when I launch Downafall on my real HW it happens, that the game is immediatelly started without pressing of joy button. Not always, but sometimes. I though my son switched autofire on on my joypad before for example, but it is not that case. Anyone else met this? |
03 April 2012, 23:10 | #334 |
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I've never seen that bug ever and I've started the game more than anybody else in history
I'll be interested to see if anyone else reports this. |
03 April 2012, 23:49 | #335 |
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BTW, has anyone got a copy of "NeilsTrackerLib.obj" mentioned by clenched earlier? I can't find it anywhere. The CIA Tracker Lib is on Aminet but that needs KS2.0 also.
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04 April 2012, 01:08 | #336 | |
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Also music not working at all so far for me. Will try different configs I tred clenched version in the zone but it freezes on the title screen. |
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04 April 2012, 08:04 | #337 | |
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btw: Great project, great game! |
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04 April 2012, 19:02 | #338 | ||
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Anyone got any ideas for properly working music commands that will be compatible with pre-2.0 versions of Kickstart also? |
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04 April 2012, 21:06 | #339 |
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I tested this on my A500 KS2 1M chip and here is what I discovered. The Degrader program was ineffective because something knocks my Amiga back to NTSC mode. To see how bad it looks, check the NTSC box on WinUAE and run Downfall. Fortunately, with the line below added it works great on A500. A side benefit is now the need run the Degrader is gone altogether. Music speed was fine either way. The music really steps on the SFX too much for me. I think the volume could stand to be lessened a notch.
Code:
LoadBitMap 5,"Gfx/remainder.pic" ; load in Remainder Software logo LoadPalette 0,"Gfx/remainder.pal" ; load in matching palette InitPalette 1,32 ; all-black palette for fading VWait 50 BLITZ:BlitzKeys On Poke.w $dff1dc,$20 ; suggested change CreateDisplay 2 DisplayBitMap 2,5:DisplayPalette 2,1 |
05 April 2012, 00:08 | #340 |
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Nice, thanks
I never tried it on NTSC before but my God it looks awful! Funny how that one line changes that... cheers, that's neat! I will bear in mind the comments about the music volume too... it does make the SFX sound a little odd. In other news: 'Objects in platforms' bug - FIXED! DJCruicky's line border suggestion - ADDED! Predseda's new credits screen complete with power-up descriptions - ADDED! 99% complete now, or thereabouts... Oh, and on the subject of Remainder Software, I set up a Facebook page tonight - http://www.facebook.com/RemainderSoftware All news and updates when Downfall is released will be posted there also. And a dedicated website will be following at some point. |
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