17 January 2015, 08:03 | #21 | |
Banned
Join Date: Dec 2014
Location: Montreal
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Quote:
I keep requesting that the teams I work with invest massively more in tooling but I now feel totally privileged when I picture you going through AMOS hell. Keep it up! |
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17 January 2015, 20:45 | #22 |
Hobby/Indie gamedev
Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
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Cover sketch:
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17 January 2015, 23:47 | #23 |
Hobby/Indie gamedev
Join Date: Jan 2015
Location: Southern Sweden
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Actual screenshot with some debug junk showing. I kept the map plain with just walls and floor, but later I will be adding some furnishings of course.
Teleporters/Spawners now birthing. Next up is blob charge and Troop shooting, both requiring some simple LoS code (just X or Y). Shooting will be complicated by the need for explosions/death anim overlays later, as well as the 7 weapon types. |
18 January 2015, 18:16 | #24 |
Hobby/Indie gamedev
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Almost unrelated: I'm thinking of remapping my WB icon colour palette to the end of the 16 colour palette, keep the first 2-4 colours variable for WB theme'ing (BG,TXT,Borders,etc). I haven't really looked into Birdie and Visual Prefs much.
A while ago I started writing (not using Gosubs) a folder traverser which examines files (first 16 bytes) and gives them an icon. I also made a icon thumbnailer for IFF files. But I don't want to run it until I've solved the palette problem (vanilla WB 3.1). |
22 January 2015, 23:40 | #25 |
Hobby/Indie gamedev
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Well, I wanted to make an icon for the game and took a bit of a detour, made a nearly whole 3.1 set.
4+12 colors where the first 4 can be variable, but now I'm unsure how to set a 16 color palette in 16 color mode. I don't know how the dynamic colors work. Apparently colors can be locked and stuff. Looked at some programs but they seemed bloated and wouldn't install properly. Maybe I can hack the palette.prefs file? Looks like it contains only 8 color defs on my 16 color setup. OldIcons sort of worked for getting rid of icon-borders. Last edited by Arne; 23 January 2015 at 01:01. |
22 January 2015, 23:57 | #26 |
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Can I just say that this is the most beautiful set of WB icons I have ever seen after the original one?
Plus, good luck on your game! |
23 January 2015, 19:55 | #27 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Hi guys!
I've created a small testing mockup screen, using Arne's sprites and UI, just to see how well the game would look like with fully tiled floors instead of plain black. I also wanted to test the game's 16color palette and see what results I could come up with when using it for creating tilestets and other gfx. I'm quite happy to see this result now. Unfortunately, to achieve it I had to change the tile size from 12x12 to 14x14 to give some room for the sprite's outlines and (possible) shadows. So it's unlikely for this to happen anytime soon -if ever- unless the size is indeed changed or sprites undergo some drastic makeover to include the outlines. Even if not, judging from those early screens Arne had shared with us, I'm quite positive that the his final outcome will still be top-notch! Once more, great job! |
23 January 2015, 23:21 | #28 |
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So cool iconset and artwork, woah !! Game is shaping up well,. looking forward to try this
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24 January 2015, 12:50 | #29 |
Zone Friend
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Age: 43
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If you need music for your game maybe you can use liquid_-_space_funk.mod or space_city.mod from modarchive.org
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26 January 2015, 02:27 | #30 |
Hobby/Indie gamedev
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Location: Southern Sweden
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I think I need 3 channel music so I can use a channel for interactive feedback (i.e. effects). Thinking something along the lines of X-COM, often lacking melody and with a very slow tempo, minimalistic changes over many patters. Might be able to whip something up myself.
I'm still derailed as I decided quite randomly to write a dumper for robo city... or ROBO WONDER as some message in the data says. Could not find the palette data but I saw what looked like tables. I suppose they store the entries as $HHH dwords with quirky endian or something. Would disassemble it but that's beyond my talents. DP stores entries as RGB888 but it this demo was made in 86 or something, which is why I decided to see if they had stored the image data raw, which they had. BG is stored twice and the two frames alternate (double buffer? Could be used for light strobe fx). I wrote a gfx replacer which works but I think I need the palette offsets to really make it go. It converts this 24b image now, using the palette strips for indexing. Edit: found the palette at Offset ~6k and 3k. Last edited by Arne; 27 January 2015 at 04:27. Reason: thanks typoramabama |
17 October 2015, 02:52 | #31 | |
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Quote:
just a bump any news of the game? |
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20 October 2015, 17:04 | #32 |
Registered User
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Location: ?
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I love this, and the icon set!
I hope you haven't lost interest in finishing this game. |
25 October 2015, 00:13 | #33 |
AMOS Extensions Developer
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Agreed, the graphics look great. News report please
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25 October 2015, 02:04 | #34 |
Code Kitten
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I guess the absence of news alas means Arne hasn't had a chance yet to work again on it.
Arne, I hope you will be able to pursue this project further, it looks really promising. Have you already worked up the game mechanics or are you still exploring gameplay ideas? |
03 March 2016, 23:19 | #35 |
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bump again
Any news ? ? |
04 March 2016, 00:06 | #36 |
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First time Ive read about this game, and it looks REALLY nice
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04 March 2016, 18:45 | #37 |
Join Date: Jul 2008
Location: Sweden
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Some really good-looking graphics there. I hope you finish the game!
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22 September 2016, 00:29 | #38 |
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22 September 2016, 10:44 | #39 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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Amazing gfx style and the icon set is godly...
Hopefully this game will get finished... |
12 July 2017, 16:06 | #40 |
Zone Friend
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a year later..........
bump |
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