23 November 2016, 17:16 | #1601 | |
CaptainM68K-SPS France
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Quote:
check inside my archive, they are in GFX0_8X8.png |
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23 November 2016, 17:19 | #1602 |
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23 November 2016, 17:24 | #1603 |
CaptainM68K-SPS France
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23 November 2016, 19:53 | #1604 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Quote:
This will come handy for a couple of my game ideas.. Thanks... |
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23 November 2016, 23:55 | #1605 |
pixels
Join Date: May 2014
Location: Australia
Age: 52
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@ Raislin77it - excellent tool, thanks for sharing (looking closer at the exported file)
@ Sandruzzo, very good news we all miss his excellent contribution (and I can focus on other projects, will also look at what bonus graphics your missing |
24 November 2016, 00:56 | #1606 |
CaptainM68K-SPS France
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check tile page GFX0_8x8.png file You'll find what you need.
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25 November 2016, 07:13 | #1607 |
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Added new version. Now when you run out of life, there is some sort of gamr over with the right music. To restart, just push fire button. When you end level, you'll hear temple music.
STILL some bugs to get rid. On them |
25 November 2016, 08:15 | #1608 |
J.M.D - Bedroom Musician
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note: the music should start from pattern 0 only in the beginning of the game, then after every death from pattern 2. But i tested the build and it feels really like the arcade! just there is one enemy in all level but i know that will be fixed
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25 November 2016, 20:06 | #1609 |
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The only enemy is used for test end game, and game restart. I have to fix c ollisions boundig box since the new rygars' frames alignement.
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25 November 2016, 20:07 | #1610 |
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Someone can point me how to implement some sort of timer for rygars' game time? It's worth using ciaa timing, or there is a simplier way?
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25 November 2016, 20:11 | #1611 |
2 contact me: email only!
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25 November 2016, 20:13 | #1612 |
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26 November 2016, 03:45 | #1613 |
CaptainM68K-SPS France
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ok, i have done some tests, and it appears that only by changing 1 byte, i can get a completely different tile animations.
Well, i'm quite afraid we will need someone fluent in z80, able to reverse how the tile system works. otherwise it's going to be awful to map by hand the whole thing. I have also noticed some level parts, while on 16x16 tiles, are ajusted as 8x8 tiles once mapped on screen ! |
26 November 2016, 17:02 | #1614 |
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Added Timer and first test on Head enemy
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26 November 2016, 18:14 | #1615 |
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nice red monster, but right at the start of the level?
all test done on standard a1200 emulation 2mb chip 128mb fast ram 1) one bug (maybe) - if you fall into the pit, for the second time ( just jump again in the pit after Rygar respawns), Rygar comes not back, screen moves to start of level and still no Rygar respawn. 2) game gives not back allocated chip mem. look at workbench memory info - start the game, and just quit ( mouse-button). look now at memory on workbench display. I can do this maybe 4 times - workbench says 256k chip mem free - when i start now, i get gfx corruption. 3) monster can not kill me, no collision - but i can kill the monsters. 4) monsters run behind the first little stone ( level start ) 5) in the end room, Rygar just stops for maybe 10 seconds, then he runs again, leaving end room - level restarts. 6) little item is missing, after you destroy the stone at start of the level. ( i think there was a little item in previous versions) just reporting, I hope it will help - good work Last edited by emufan; 26 November 2016 at 18:33. |
26 November 2016, 18:57 | #1616 |
Warhasneverbeensomuchfun
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I just tried this on my A600. It loads, I see background graphics (looking *lovely*), the HUD, music plays...
But nothing happens. Do I need to do something to make the demo start??? |
26 November 2016, 19:11 | #1617 | |
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Quote:
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26 November 2016, 22:54 | #1618 | |
Warhasneverbeensomuchfun
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Quote:
But for a home port, just leave the game at free play all the time. Everyone knows winners don't use continues |
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27 November 2016, 06:43 | #1619 | |
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02) I know it, I'll work on that. 03) Collision disabled for test 04) Features not implemented yet. 05) Yes, I keep rygar steady to simulate coin op end Level. 06) I'm wating final items gfx to add it. Routine is ready |
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27 November 2016, 10:17 | #1620 |
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