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Old 09 November 2018, 17:28   #321
DamienD
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Originally Posted by dlfrsilver View Post
Well i'm afraid that this could slow down the amiga..... let's give the speech back to McGeezer on that matter.

what do you think of this, can it be done without slowing done the computer ?
Definitely up to Graeme... but if it will slow things down then drop the idea.
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Old 09 November 2018, 17:37   #322
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It's do-able without slow-down, the horizontal disk armour does 4 16x16 blits per frame, where the circular motion uses only three.

But the danger is what Rygar would look like... You'd have to draw Rygar moving from Right to Left and vice versa along with the chain angles...

I would stay clear of it to be honest... at least until I have the full engine up and running and then can look at experimenting.
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Old 09 November 2018, 22:56   #323
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Do you forsee at this early stage the limitations of the Amiga AGA version compared to the arcade?

Let me know closer to the engine completion for testing, stone positions, and bonus behaviour (if you do not know already ).
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Old 10 November 2018, 00:05   #324
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Small update here over and above my previous one.

Here I've included placing the destructible stones but also showing the disk armour fully working.

The stones or items are appearing at specific frame times but only if there is an available platform to the right of the play area away from Rygar.

I'm very tired... gonna have a night off tomorrow and spend time with family and watch the boxing.

Youtube.

[ Show youtube player ]

Direct from WinUAE.... (nice)

http://109.228.4.199/rygar19.mp4

Next up will be animating and removing the stones/items from the map and then getting the collision in place.

Geezer
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Old 10 November 2018, 00:38   #325
mcgeezer
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Originally Posted by van_dammesque View Post
Do you forsee at this early stage the limitations of the Amiga AGA version compared to the arcade?
Yes but difficult to tell at this stage... there are loads of optimisations I can make in the sprite engine which I will need to put in (blitter queuing for one).... lots of other things too.

I think either way, we'll get a game of Rygar, I've now invested too much time in it for it not to get produced... it will just take focus, time, energy, determination and inspiration.

Having been through it with Bomb Jack helps a lot though so I know I can do it.
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Old 13 November 2018, 23:46   #326
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This update nearly turned my brain into a cabbage, I had to re-write the routine 3 times however, third time lucky as they say because now the disk armor can interact with objects in the rounds.

Very simple now to get the items and power ups working.

There's still the odd bug to iron out here and there but this is a huge milestone for the development of the game.

When I get the items coded in this weekend Rygar will be able to receive power ups and we'll see the disk armor upgrades working.

I need a rest now for a few days... that did nearly kill me.

[ Show youtube player ]

http://109.228.4.199/rygar_21.mp4

Enjoy, Geezer

Just to add technical detail.... this was difficult mainly for performance reasons, the stones that appear are only sprites while they are animating. Once they've finished animating they become part of the third buffer used for restoring... so before a stone animates I have to make a copy of the background into chip ram and restore it after it has left the scene.

Complex (for me to code) but performance is very good as I'm using simple bound boxing too for collision with the disk armor.

Last edited by mcgeezer; 13 November 2018 at 23:51.
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Old 14 November 2018, 00:28   #327
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Shapes good. The end of the video reveals an enjoyable sunset parallax. Nice progress -I wish I could go as fast-.
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Old 14 November 2018, 01:21   #328
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Nice progress as per Graeme; getting there step-by-step my friend
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