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Old 28 August 2017, 12:48   #41
Ozzyboshi
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I deleted some stuff and changed libpng from version 1.6.31 to 1.6.32, also changed references to the ftp server which holds the tar file with a more reliable one.

Now the problem is understanding your source code, it 's not going to be easy at all.
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Old 29 September 2018, 15:12   #42
DamienD
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Heya alpine9000,

What ever happened to Climby Skies? Are you still working on it?
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Old 30 September 2018, 08:54   #43
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Heya alpine9000,

What ever happened to Climby Skies? Are you still working on it?
Well, this is what happened:

(1) As I was working on Climby SKies jojo asked me to do Else We Get Mad for him, and I was struggling with the artwork myself in climby skies and I knew Else We Get Mad would actually be a pretty simple game to get running, so I paused Climby Skies to work on that.

(2) As Else We Get Mad was nearing completion, tsak had already finished a full set of gfx for Worthy, and at the time we thought Worthy would be even easier to complete than Else We Get Mad, so I figured why not, let's do Worthy. Turns out Worthy was by far the most complex thing I have done in terms of coding complexity (The Worthy Enemy AI almost melted my brain).

(3) Now I am taking a short break from coding to recharge (there might be a small bonus for Worthy owners released next).

(4) The problem for me with now Climby Skies is that it is 2 games old in terms of my game engine technology and lacks all the improvements I have made since I wrote it, so it's hard to go back to that code base.

I still want to finish it, it's just that it might need to be a complete rewrite to use my latest engine. I have been experimenting with a full XY scrolling version of my engine, so it wouldn't take much to get Climby Skies running on that.

So long story short, no I am not currently working on it, but I will try and back to it at some stage.
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Old 30 September 2018, 09:22   #44
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@alpine9000: take a break and after that, we looking forward for the next wonderful game like yours! Thank you for all your work! (btw: atm i am only read threads, but i am happy what is going on Amiga-like..!!)
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Old 30 September 2018, 12:14   #45
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Thanks for the detailed explanation alpine9000
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Old 30 September 2018, 12:21   #46
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Thanks for the reply indeed, and you guys rock!

The quality of the games you are putting out, is setting a new standard for games on the platform! (Yes, Im more or less quoting Grahams review in Amiga Format now )
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Old 01 October 2018, 18:31   #47
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The Game looks great on the videos.
Maybe someone on this forum could pixel you the sprites ? I guess it would be better than to convert other art to the Game's Palette.

If not, over on the OpenGameArt.org, they have some Sprites which you could use (depending on the Licence ofc).

For example:

Platformer Art

Cat Sprite

mv-platformer-skeleton

bevouliin-free-game-sprites-crocodile-mascot-running-and-jumping-boy-game-character


Or the Sprite Lib from, Ari Feldman, has some Free to use Sprites.
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Old 01 October 2018, 19:08   #48
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Is BlockySkiesPAL_BootDisk_v0_73.lha the latest demo version available alpine9000?
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Old 02 October 2018, 03:04   #49
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Is BlockySkiesPAL_BootDisk_v0_73.lha the latest demo version available alpine9000?
That's blocky skies. I haven't released Climby Skies myself, the only versions "out there" are the ones that Earok and AmigaJay have released on their CD32 compilation CDs.
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Old 02 October 2018, 12:27   #50
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That's blocky skies.
Ooops; that's what happens when you're not concentrating and doing a million things at once

Quote:
Originally Posted by alpine9000 View Post
the only versions "out there" are the ones that Earok and AmigaJay have released on their CD32 compilation CDs.
Yeah I noticed this; just thought that you may have later version of the demo or something...
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Old 02 October 2018, 22:28   #51
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About the graphics is a bit my fault too: i did start to do some graphics but got stuck in the animation due to my long time not working on bitmap :/ If someone want to help Alex i have no problems about it
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Old 03 October 2018, 10:29   #52
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If the project is going to move forwards I've got him covered
Though we'll see about that.
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Old 03 October 2018, 13:27   #53
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are the ones that Earok and AmigaJay have released on their CD32 compilation CDs.
This game with humanoid characters is nice. It could be expand to have a variation of gameplay, an alternative difficulty option, in which you should not kick out the female char (or male char if you are playing female), instead the two characters should meet and kiss for extra score or life.
The idea is to meet your Girl/Boyfried in the stage, occasionally.
The optional gameplay name would be "The Lovers".


So I would like to try a version of ClimbySkies.

The AmigaJay's website says that the game is on the s.c.a.s 2017 CD image, but the eab's ftp has only the 2016 version, which does not have that Game.

I haven't tried to look for earok's releases yet.

Does anyone know where the game can be downloaded ?

Last edited by Dan; 03 October 2018 at 13:45.
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Old 03 October 2018, 14:33   #54
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It's on here Dan: 4 Decades Of Homebrew - Testers Needed!

I've extracted the file out of the .ISO, zipped it up and now put this into The Zone! for you; "climbyskies.zip"
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Old 03 October 2018, 20:12   #55
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Thank you !
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Old 03 October 2018, 23:59   #56
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I can’t remember if that was a special build for cd32 or not, if it doesn’t work let me know and I can try and make a normal build.
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Old 04 October 2018, 00:13   #57
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Works fine from hard drive alpine9000

I haven't tried putting onto an .ADF as yet.

...but would be cool if you could build a copy of the demo with the last changes you made
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Old 04 October 2018, 00:18   #58
alpine9000
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Works fine from hard drive alpine9000

I haven't tried putting onto an .ADF as yet.

...but would be cool if you could build a copy of the demo with the last changes you made
I’m pretty sure that is the most recent build I did. I remember taking some cd32 fixes from else we get mad when I originally made the build for earok.
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Old 04 October 2018, 02:35   #59
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Here's an .ADF guys

...due to the size of the game file i.e. 933,832 bytes; you need to 1MB Chip to run.
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Old 04 October 2018, 12:10   #60
alpine9000
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Here's an .ADF guys

...due to the size of the game file i.e. 933,832 bytes; you need to 1MB Chip to run.
I could try and rebuild the trackloaded version, it probably only needs 512k
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