17 February 2016, 22:12 | #41 |
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Yes, a physical release is planned. What's the way to go? Floppy Disk or CD?
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17 February 2016, 22:29 | #42 |
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Both if you have the means and ability to do so, a bootable CD32 would be superb, though you may have to contact the authors of tanks furry to see why they couldnt have a bootable cd32 version?
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18 February 2016, 20:30 | #43 |
Jackie Chan
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CD. CD and Floppy disc if possible.
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14 March 2016, 23:16 | #44 |
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it's fast enough on an A500 now: Time for a new screenshot... In some areas there's even plenty of CPU time left. How could that happen? I wonder how I am going to handle that... |
15 March 2016, 00:09 | #45 |
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Great stuff looking good!
What are you going to add, music and sfx!? |
15 March 2016, 09:05 | #46 |
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Oh, I didn't activate the music. That might be a reason why there's so much CPU time left. Pierre Martin's ingame music and sound effects are ready, I used Phx's replay code to play 4 channel music and sound effects simultanously.
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15 March 2016, 13:51 | #47 |
pixels
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Great work Lazycow, thanks for the update.
Silly question possibly, but how did you create the animated gifs? (Screen capture/record/convert). |
15 March 2016, 14:27 | #48 |
Puttymoon inhabitant
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That looks really cute! I hope in a preview!
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15 March 2016, 15:02 | #49 |
Banned
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Awesome stuff indeed Lazycow, well done
...can't wait for this to be released |
15 March 2016, 19:28 | #50 |
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@Predseda: I am currently working on a non-playable demo.
@invent: That's one of the frequently asked questions... To do an animated gif, I am usually cross-compiling the game to PC, because there I added a special option that dumps the raw screen contents to a growing file while someone is playing. The file with the raw screen data can be converted to gif or png with mplayer, mconvert or ffmpeg. Finally, I use gifsicle to optimize it. |
16 March 2016, 00:10 | #51 |
pixels
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Thanks for the answer Lazycow, appreciated
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16 March 2016, 08:46 | #52 |
Puttymoon inhabitant
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16 March 2016, 14:48 | #53 |
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Yep he is. Here is his HOL data:
http://hol.abime.net/hol_search.php?N_ref_artist=5926 |
16 March 2016, 14:52 | #54 |
Puttymoon inhabitant
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Ah, that Minerunner that we have in upcoming lemon/eab compo!
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16 March 2016, 14:57 | #55 |
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Yep he makes really great games.
Hopefully Pharaoh's Return will be finished and also eventually ported to Amiga with enhanced features! |
22 March 2016, 10:56 | #56 |
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@Akira: Pharaohs Return for Amiga? Obviously, you like writing science fiction short stories...
@Predseda: Yes, Tubular Worlds... But only the Amiga version. A non-playable demo of Powerglove is working now, but on Amigas with 1MB chipmem it shows lots of graphic errors. Where's the rub? Bah! Last edited by Lazycow; 22 March 2016 at 11:01. |
22 March 2016, 11:46 | #57 |
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22 March 2016, 12:02 | #58 |
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@Amigajay: No video, yet. But I plan to release the non-playable demo.
Ok, seems like the graphical glitches are caused by a broken protracker module. Are there protracker module-check or module-repair programs? Any hints how to expose problems in protracker modules? |
22 March 2016, 15:08 | #59 | ||
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Quote:
Quote:
Is it by any chance the problem created by PC module-making tools like Milkytracker, that saves MODs with the replen of samples set wrong and crash the scope display among other things? If it is that the module was created/saved on PC it will probably has this mistake and the "fix" is to set replen to a valid value. |
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22 March 2016, 17:03 | #60 |
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Ok, seems like the graphic glitches are not caused by the music, but by something unknown instead. Drama!
Meanwhile, let's check if Powerglove meets all intrinsic Amiga game characteristics: - 4 channel music: check - rusty sound effects: check - 32 colour graphics: check - parallax scrolling: check - colour gradient background: FAIL! DOH!! |
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