30 July 2015, 10:49 | #21 |
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Ok - this is the final ADF version - which now includes a background story / mission brief as part of the intro - I do not expect to make any more adjustments to the ADF version - but will expand the game for a hard drive / CD version to include the missing attack waves.
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30 July 2015, 13:31 | #22 |
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Thank you very much. I hope we´ll see a (commercial?!) CD32 version.
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31 July 2015, 00:30 | #23 |
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As we discussed on Facebook, here's the version with the CD32 control mappings.
I'm just using Lorence Lombardo's Joy2Key2, just edit the "steam.cfg" file and replace with the codes from here if you want to customise them. Controls: Blue (Doesn't work?) / Green / Yellow / Forward: Shop Reverse: Suicide Play: Pause |
01 August 2015, 00:01 | #24 |
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There is new longplay on YouTube but maybe someone should play first.
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01 August 2015, 17:30 | #25 |
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I really like the game, but I think the zoomed in bosses look poor.
Any chance to replace them with proper pixeled sprites? |
05 August 2015, 12:04 | #26 |
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I can have a go at improving those larger sprites for the hard disk cd version. Do you think it is possible to amend the main file to include music with each level. It's not possible using the editor so I am guessing the only way would be to hack into the source code and amend a few lines of code. The game loads the sprites and palettes for each level so I am wondering if those commands could be located it might be possible to add a line to load a music file for each level. then again it might be just wishful thinking.
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05 August 2015, 12:53 | #27 | |
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Quote:
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14 August 2015, 00:50 | #28 | |
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Quote:
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14 August 2015, 00:55 | #29 | |
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Quote:
I can convert MOD to WAV if you can send me the song through. |
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14 August 2015, 01:03 | #30 |
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No problems - my music knowledge is very limited - I am assuming it is easy to convert a mod file to MP3 or WAV so that we could use the tune I have in mind - in the meantime would you be able to have a go at creating a CD32 ISO which contains a music player that would play the wav / MPS file and a test MP3 / WAV music file- the file slideshow.mus will need to be deleted from the last adf uploaded on this thread so there is no conflicting music in the game. At least we could see how this solution impacts on the sound effects. Thanks in advance.
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14 August 2015, 10:56 | #31 |
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I'll do some experiments soon and get back to you.
Just a little request, the only thing that really bugs me about the game is how the Blimp completely flips. I take it there's no way in your engine to have the sprite pivot on it's center? |
14 August 2015, 13:26 | #32 |
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Ok! Experiments over.
I went down the CDDA route to start with. The obvious advantages are being able to have CD quality music in the game, also it's easy to swap out the included track (just swap music.mp3 with anything, you don't need to redo the ISO). The HUGE downside is unfortunately needing to copy the whole game to RAM: (as you can't load from disc while the music is playing). You can do that with KOS even in the CD32's puny RAM, but you wouldn't be able to add much more content than there already is. http://earok.net/amiga/KOS_CD_Music.zip (includes this song [ Show youtube player ]) Then I realised how stupid the above approach was, when we could have just had Hippo player running mods in the background, no need to copy to RAM: and you could even do this approach for the ADF release. So I redid it using Hippo player with the SOTB trilogy music as a stand in, just edit mods/music_playlist to put your own in. http://earok.net/amiga/KOS_Mod_Music.zip |
14 August 2015, 14:36 | #33 |
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Great news! Will check it out later today.
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15 August 2015, 01:08 | #34 | |
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Quote:
Also did the ISO version include the CD32 controller amendment - my CD32 controller is starting to lose functionality with some buttons not working so wasn't sure if this routine got left off of the CD or whether my controller now needs replacing. Thanks again for coming up with a solution to the music option - the question now is what Mod tune to add to the game - will put out a request on a seperate thread. |
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16 August 2015, 09:51 | #35 | |||
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Something I didn't even think of - I wonder if it'd run better in NTSC mode? Quote:
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05 April 2016, 11:48 | #36 |
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05 April 2016, 13:45 | #37 |
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Thanks for the kind comments - I am currently using Reality to create a platform game similar to super Mario bros on the NES called "Super Robin"- once this is finished I may return to either Kingdoms of Steam or Dylan the Spaceman to finish them off - for Kingdoms of Steam I hoped to add some more levels and fix the main sprite and then release as CD only or Hard drive install - the 3.5 disk release can only have 3 to 4 levels max - The other thing I got frustrated about was not being able to add new sound effects or in game music. Both those things are still outstanding -
Super Robin hopefully will be finished for September 2016 - after that I will look again at Kingdoms of Steam. |
05 April 2016, 13:49 | #38 |
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When you get back into Kingdoms of Steam, give me a holler - I'm keen to try and help out with the technical issues
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04 May 2016, 20:17 | #39 |
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@earok
if you decide to use the hippoplayer approach have the intro song for the game: Kingdoms Of Steam Title (proposal) 2015 - of course as .mod |
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