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Old 09 October 2017, 20:24   #21
Cobe
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I think you still have dual layer artifacts, try not to use bitmap 1 but just 0.
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Old 09 October 2017, 21:13   #22
gazj82
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I think you still have dual layer artifacts, try not to use bitmap 1 but just 0.
Ah ok, now I think this makes sense. Some of the reason I had this in the first place was because when the player passes over the humans to sting them. The blit buffer would put images back on the screen in the wrong place. This is why I enabled two bitmaps. I will try to squeeze everthing into one.
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Old 09 October 2017, 21:45   #23
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Ok I have cleared up the dual playfield and have all colours working in 4 bitplanes and I have learn't lots about how the Amiga displays things reading wiki's and with loads of help from Cobe. In fact I can probably make it work in 8 colours now it has clicked.

One problem without dual playfiled. The objects start wiping out the background, even when using bblit. I am obviously missing something with this still. Also my objects that I blit have a black box around them. If this box wasn't present I would probably get away with qblit. I have defined my objects with the right amount of pixels so I don't quite get why this happens.
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Old 10 October 2017, 23:54   #24
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Now works on an A500, see the Zone "KillerBees.adf". I will post an aminet link when it gets updated.

Thank you everyone for all your help
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Old 11 October 2017, 00:00   #25
DamienD
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Nice one gazj82

...I was just about to remove your entry from the Ports / Conversions --> Amiga thread as upon further analysis; the game wasn't really complete / still WIP

<joking>

Well done again and thanks for optimising so quickly (this goes to others who assisted in the process; you know who you are; *cough* Cobe)!!!
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Old 11 October 2017, 00:06   #26
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Nice one gazj82

...I was just about to remove your entry from the Ports / Conversions --> Amiga thread as upon further analysis; the game wasn't really complete

<joking>

Well done again!!!
To be honest I do kinda wish I had released a little later now and made sure all the kinks were out.

I think I had gone blind to some of the small bugs due to so much playtesting all in one weekend. When picking it up after some much needed sleep I noticed loads.

It's nice to get it working for A500 users too. I learn't a lot about Amiga bitplanes when doing this too. Before that I just used earok's tutorial code without completely understanding it.

Again lots of other peoples efforts to thank for helping me along the way.
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Old 11 October 2017, 16:43   #27
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Wow !!!
That is fast !
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Old 11 October 2017, 17:18   #28
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Wow !!!
That is fast !
It is, even tho the graphics are simple, there are a lot of sprites moving round the screen at high speeds especially in the later levels.
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Old 02 November 2017, 03:18   #29
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I think you did a damn fine job on this. I LOVE the O2, so when I saw this pop I was very excited, and the game did not disappoint! Thank you!
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Old 10 December 2017, 14:25   #30
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Sorry haven't checked back here in a while. Your welcome "thedevilbunny". Next project is 75% finished.
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Old 20 June 2018, 16:08   #31
commie1974
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It rocks!!!!!!!
Thank you, Gary!
This is one of the best gifts to the Amiga community I've seen during the last years!
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