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Old 21 December 2016, 08:49   #1721
sandruzzo
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Rygar is going on. I'm working on enemies background collisions.


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Old 21 December 2016, 09:25   #1722
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Thanks for keeping up the great work, Sandruzzo...
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Old 30 December 2016, 08:15   #1723
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Just Added a little demo were on test obstacle running enemy will jump on and off. Sooner a complete demo
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Old 30 December 2016, 12:24   #1724
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good news!
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Old 30 December 2016, 16:53   #1725
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does work here, the Viking lookalike enemy just jumps on that obstacle and runs away
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Old 03 January 2017, 13:33   #1726
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We're are doing our, best. Even rhino, and robot enemy when hit obstacle, change direction. I need them to responde to the holls.
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Old 03 January 2017, 16:00   #1727
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Added new version, more enemies that collide. some bugs gone
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Old 03 January 2017, 16:35   #1728
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just a small report:
the first black obstacle is working only - rhino and the grey bounce on that block, the wiking jumps over it.
the barrels in the endroom - first you see them as Wikings, when turned it is the grey cauldron.
as always, just reporting
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Old 03 January 2017, 16:45   #1729
sandruzzo
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Quote:
Originally Posted by emufan View Post
just a small report:
the first black obstacle is working only - rhino and the grey bounce on that block, the wiking jumps over it.
the barrels in the endroom - first you see them as Wikings, when turned it is the grey cauldron.
as always, just reporting

The first block is the only that works, and is draw via cpu run time! Not big dial
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Old 03 January 2017, 17:12   #1730
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ok, will wait for the next test version
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Old 10 January 2017, 22:57   #1731
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I know Sandruzzo is working still on this so this answer is to bump a bit waters; however some help is needed with maps - splitting in tiles and making it a tile map. Anyone willing to help?
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Old 10 January 2017, 23:30   #1732
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All you have to do is make one huge bitmap of the levels, we have tools to split it into a map. F4 in MAME and lots of manual joining is all that's needed.
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Old 11 January 2017, 00:33   #1733
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I remember there was one web site with online maps for Rygar for that purpose posted earlier, but those were a bit dirty. I guess with some cleaning should be doable. What tools are used?
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Old 18 January 2017, 20:52   #1734
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Digged in my Hard Disk folder and in the thread and now i can tell that like level 1 map has been made using PowerCrawler, a map tool available on Aminet.

At this point i wonder -since had no answer - if there are any windows tools that can grab the Rygar map images, make tiles of it and eliminate redundant blocks; as long as i have the tiles there should be no problem i guess. (and tiles can be remapped to actual palette).

By the way i don't want to do this alone, rather establish a workflow that other people willing to contribute can follow too.
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Old 18 January 2017, 21:14   #1735
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Quote:
Originally Posted by saimon69 View Post
Digged in my Hard Disk folder and in the thread and now i can tell that like level 1 map has been made using PowerCrawler, a map tool available on Aminet.

At this point i wonder -since had no answer - if there are any windows tools that can grab the Rygar map images, make tiles of it and eliminate redundant blocks; as long as i have the tiles there should be no problem i guess. (and tiles can be remapped to actual palette).

By the way i don't want to do this alone, rather establish a workflow that other people willing to contribute can follow too.
Not quite, the app I made that does all the work (everything you wrote above) outputs a PowerCrawler compatible map so that it can be manually edited later if required. As I said above, if someone cuts out the maps as huge (clean) bitmaps, the tool can do the rest.
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Old 18 January 2017, 21:34   #1736
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@codetapper (and NOT Emufan,sorry)
In the past this link was posted:
vgmaps link

Do you envision use this (after some cleaning) for blocks or is not good enough?

Last edited by saimon69; 19 January 2017 at 21:42.
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Old 19 January 2017, 09:36   #1737
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Added demo were enemies, avoids obstacles. Some bugs are present.
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Old 19 January 2017, 14:19   #1738
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Quote:
Originally Posted by sandruzzo View Post
Added demo were enemies, avoids obstacles. Some bugs are present.
Rygar is frozen after the first stone block, next to the tree, with the branch, he can jump on it.
does not happen instantly. running arround between the stone and the tree,
after a while he is frozen. monsters still running arround.

the stone works as an obstacle for the monsters. the viking monster, when falling from the sky, does walk on it.
other monster bounce on the stone block.

just reporting


saimon69: i think this was for Codetapper?! i cannot help here
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Old 19 January 2017, 14:24   #1739
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You know, Rygar is the name of the final boss, not the name of the main hero


BTW got the latest version and I *still* get a frozen screen right on start on my A600 with 2mb Chip Ram.
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Old 19 January 2017, 14:31   #1740
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Quote:
Originally Posted by Shatterhand View Post
You know, Rygar is the name of the final boss, not the name of the main hero
oh, no. i didnt know. does our hero has a name ?
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