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Old 14 January 2019, 14:56   #181
mcgeezer
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Originally Posted by Steril707 View Post
some notes about the development of Inviyya...

In the beginning, I wanted to start a dev blog here, but my style of development is so unlinear it doesn't make much sense. Sometimes i am just working on palettes and redesigns for a while, and then I code again. Lot of that is super boring shit. Also I had some breaks that lasted for months time.

Over the last two years, I noticed that game dev is a lot of repetition of things you thought you already had taken care of.
But with each redesign of the game, and there were two of them, I usually had to re engineer some other things as well. And that took me a lot of time unfortunately.

Also in the beginning, my ambition was to develop a simple 8 colour scrolling shooter. With a few enemies. One level. So, nothing really special...

But I really was never satisfied with what I had at hand, plus I really loved taking what the Amiga has in its chip sets and experiment A LOT of what could be done with it.

Sometimes I just spent weeks experimenting, or implementing something that I really didn't need in the end, but was fun to try out..

The Amiga is a hard to to tame, but very deep beast.
It's and incredibly nice experience if you are a coder and equally a pixel guy, since you can try out all kinds of weird tricks.


After the biggest scope creep I ever experienced developing a retro game, now I have a 16 color parallaxing SHMUP game with four levels, some extra weapons, Hi Score List and animated enemies that nearly feels (in my opinion) like a commercial game from back in the day..

It's still a long way to go, but I start to see "the exit".

Hopefully you guys will like what I cooked up..

Anyway, I already have some game ideas for the time after "Inviyya", OCS and AGA (got my self a 1200 these days... )
Great stuff buddy!

This is one of the reasons why I like arcade ports... you have a set out objective and game design already there where the scope can't creep.

Best to stick to a design that you want and work to it... easier said than done I know. Your game looks great!

Geezer
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Old 14 January 2019, 20:20   #182
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Steril, I feel very identified with what you say.
Never satisfied, .. and is very hard to make a 'little' game, I always want to add something which makes a better overall sensation to the game.

Also, make a devblog is not easy, because there are lots of paths and different options to solve things and be creative. Testing those options is very deep and fullfilling for one self.
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Old 19 January 2019, 16:29   #183
Tigerskunk
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@MCgeezer and JudasEZT: thanks for your kind words...

@Everybody: being kind of inspired by that parallax thread here on EAB, I added another layer of parallax to my game..

Watch here...

[ Show youtube player ]
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Old 19 January 2019, 16:42   #184
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Wow! Brilliant, mate!!
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Old 19 January 2019, 17:33   #185
Shatterhand
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Quote:
Originally Posted by Steril707 View Post
@MCgeezer and JudasEZT: thanks for your kind words...

@Everybody: being kind of inspired by that parallax thread here on EAB, I added another layer of parallax to my game..

Watch here...

[ Show youtube player ]
It looks fucking cool! Is it made with multiplexed sprites ?

The game is looking sweet!
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Old 19 January 2019, 18:18   #186
Tigerskunk
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It looks fucking cool!
Have you noticed it's three layers of parallax instead of only two now?
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Old 19 January 2019, 19:43   #187
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Cool game!
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Old 19 January 2019, 19:57   #188
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Always better !
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Old 19 January 2019, 20:24   #189
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Holy shit ! 3 parallaxs with 12 bobs in 4 bpls. Crazy good.
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Old 19 January 2019, 22:27   #190
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I love the design of that boss/barrier thing at the end too. And the extra parallax is good stuff.

This is beginning to look like something rather special, keep it up!
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Old 20 January 2019, 11:39   #191
Tigerskunk
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Thanks for your kind words, Roondar...

Me first time testing Inviyya on real AGA hardware:
[ Show youtube player ]

apart from some glitches in the sprites for logo and score the game seems to work..

Happy moment..
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Old 20 January 2019, 13:05   #192
invent
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Has a great Amiga feel about the game also, keep up the good work.
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Old 20 January 2019, 13:43   #193
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Seems like an arcade machine. Very smooth and consistent.
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Old 20 January 2019, 14:04   #194
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Originally Posted by Steril707 View Post
apart from some glitches in the sprites for logo and score the game seems to work..

Make sure your sprites are properly aligned. Also check if BPLCON3/4 are set to the correct values.
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Old 20 January 2019, 14:17   #195
Gorf
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Have you noticed it's three layers of parallax instead of only two now?

this is really cool!

It looks great - almost everything in this game...
but I somehow do not get these rather large green (top) and grey (bottom) tiles in this level.
Are they just a placeholders, or ist this the intended design?
(Sorry for my ignorance ...)
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Old 20 January 2019, 18:18   #196
Tigerskunk
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Are they just a placeholders, or ist this the intended design?
(Sorry for my ignorance ...)
Seems they are not your style, then...

Quote:
Originally Posted by StingRay View Post
Also check if BPLCON3/4 are set to the correct values.
That could be the culprit. Thanks, Stingray...
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Old 20 January 2019, 18:28   #197
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Seems they are not your style, then...
Still looking very good all in all - I just can't figure out what these pattern are supposed to resemble (if they are to do so at all... ) - maybe just to abstract for me.
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Old 20 January 2019, 18:57   #198
Tigerskunk
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Still looking very good all in all - I just can't figure out what these pattern are supposed to resemble (if they are to do so at all... ) - maybe just to abstract for me.
Hehe, no problem..

And, like almost anything in this game, everything is still in flux and might be changed...
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Old 20 January 2019, 19:12   #199
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Awesome looking game.
Keep up the great work!

3 Parallax looks great... maybe only the third parallax layer (the far one) looks a bit strange, because it's moving at the exact same speed as spaceship.
Is it possible to slow down a little that last layer?

I might be wrong, thou.
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Old 20 January 2019, 20:33   #200
Tigerskunk
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No, you are right. This needs a bit more work though. Will probably add this next week.
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