25 March 2016, 12:25 | #61 |
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The non-playable demo is ready: powergloveteaser.lha powergloveteaser.adf.zip requirements: Amiga 500 with 1 MB (or better) I could only test it with kickstart3 machines, but it should also work with older kickstarts. If you encounter any problems, please tell me here. |
25 March 2016, 13:15 | #62 |
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Sweet, nice work!
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25 March 2016, 13:45 | #63 |
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Cheers for the non-playable demo Lazycow; very cool
Tested via WinUAE using a "A500 - 1.3 ROM, OCS, 512 KB Chip + 512 KB Slow RAM" config and all good |
25 March 2016, 13:57 | #64 |
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graphics are looking great
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25 March 2016, 14:01 | #65 |
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Awesome!
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25 March 2016, 16:58 | #66 | |
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Quote:
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25 March 2016, 18:01 | #67 |
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25 March 2016, 18:14 | #68 |
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25 March 2016, 19:04 | #69 |
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Thanks for the three minute long-time test, mailman!
It's just a non-playable demo, nothing else will happen, sorry. To see more, you have to wait for the game itself... later this year. |
25 March 2016, 19:08 | #70 |
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Nice now I'm waiting for more.
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25 March 2016, 19:21 | #71 | |
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Nevertheless, I look forward to trying out this game. Good luck with your work. I will be following this thread in case there is some progress. |
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25 March 2016, 22:01 | #72 | |
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If you wanna know about Powerglove gameplay mechanics, you could have googled or read the whole thread and found out that this is a C64 port so you could assume mechanics will be pretty much the same as the C64 version, especially after how Lazycow has explained that the game mechanics layer is straight up identical. [ Show youtube player ] But no, by all means, be a 8=D |
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25 March 2016, 22:47 | #73 |
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Well, I have to admit that "non-playable demo" is a boastfully word for this little teaser. While Akira's video link is valid, I want to remark that the Amiga version might have additional game elements, because I have CPU time left: Amiga power for the powerglove...
(I am currently investigating) |
25 March 2016, 23:31 | #74 | |
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A rolling demo means "rolling". Not a static. I think that Lazycow had also already noticed it and I hope that pretty soon he will deliver a true rolling demo at least. Mechanics in C64 version and Amiga version might be different. Looking at the screens and reading stories does not make anyones subjective feeling towards something. So if we are hyping over something, let's have something to be hyped about. So far we are still waiting to really find out how the game will look like and typing "amazing and awesome" does not bring us any closer to it. And what is more, it is simply false interpretation of facts. Lazycow, keep up the good work. |
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26 March 2016, 02:02 | #75 |
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Lazycow what is the possibility to make a level editor, change palettes, change sprites editor, change music etc? A platform game engine in short.
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26 March 2016, 10:17 | #76 | |
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26 March 2016, 11:10 | #77 |
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@nobody: There's a very rough edit mode in Powerglove, which has been used to build the rooms. It was just used to save space in the original C64 cartridge. It would be too much work to turn everything into a construction kit and it would be a very basic construction kit. @Gzegzolka: You're basicly describing a new scenario, which would be a base for a potential Powerglove-II. (which isn't planned) I think it would delay the game too much. I am currently testing to just increase the amount of robots for more action. (and yes, then the powerglove needs more power, too) |
26 March 2016, 12:20 | #78 |
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First finish this game how about adding not animated scenery parts? as You say You can always add more monsters, just make them very weak with very small amount of HP and there will be more action or You can try to add new visual effects like screen shake if You fall from long distance, short white blast if You destroy something big, or maybe do something like flashlight and darkness (like in Alien Breed Tower Assault or Marvelous Marvin).
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26 March 2016, 23:23 | #79 |
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Cool teaser!
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03 April 2016, 12:07 | #80 |
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@Gzegzolka: Ok, here's a screenshake test... @nobody: Maybe it depends how you define "an engine"... If you're programming in C or assembler, then you could use the Powerglove low-level code as a base and then change everything to your needs... |
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