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Old 17 February 2019, 01:12   #721
mcgeezer
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Quote:
Originally Posted by invent View Post
Awesome work DJ METUNE Impressive.

In regards to new levels, thats a great idea, I know when I was building the maps in Tiled Map Editor I had serious thoughts about reworking/adding levels. I won't volunteer this time thought but I'm sure lots of people here might like to give it a go.
Absolutely Kev...

Indeed if someone wants to give it a go then just drop me a PM.
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Old 17 February 2019, 01:52   #722
ross
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Quote:
Originally Posted by mcgeezer View Post
It should be apparent to everyone now that I won't get the whole game finished for the end of February, there is simply too much to do.
Well, it was clear from the beginning that it was too little time to create a game of this size / quality
(who has been in a videogames creation team realizes what I'm talking about ..)

Even with a full time job it would have been difficult.

What has been done so far is absolutely amazing.
It's not important when it's finished, in any case it will be a masterpiece.

Kudos to McGeezer!

PS: /DJ METUNE's audio fidelity is terrific.
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Old 17 February 2019, 19:31   #723
VincentGR
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Outrun is the holy grail :-D
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Old 17 February 2019, 23:50   #724
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I've worked on some internal management stuff tonight which is quite necessary.

If you think of how Rygar works when you play it, you'll notice that enemies appear at various points through each round, it's this routine that I've being working on and have working pretty well.

So at various points I can "inject" enemy configurations throughout each round, if you think of the Rhino's and Drone's they each have different speeds, number grab attempts, number of turns and the amount that can be running in the game.

To give you an example of what the Round 1 config currently looks like.... here it is...

Code:
;=======================================
; Foreground definitions per round
;=======================================
; [0] Pointer to Foreground Tile Map
; [1] Pointer to Level Background pointer
; [2] 0=Normal BG, -1=Sunset
; [3] Background round start offset. (If the start of next round does not have caves then set this to 0)
;                                 Otherwise set it to 256)
; [4] Background Scroll speed 1=Fast, 2=Slot
; [5] Pointer to Obstacle placement structures for Round
; [6] Map Width
; [7] Map Depth
; [8] Map Start Y

	CNOP	0,4

ROUND1:		
	dc.l	MEMCHK3_TILEMAP			;0
	dc.l	LEVEL_BACKGROUND_1		;4
	dc.l	BG_SCROLL_ENABLE		;8
	dc.l	NEXT_ROUND_CAVESCENE		;12
	dc.l	BG_SCROLL_SLOW			;16
	dc.l	OBSTACLES_ROUND_1		;20
	dc.l	DEFAULT_MAP_DEPTH_START		;24
	dc.l	STONES_ROUND_1			; 28
	dc.l	$9f8				; 32	; round completed at.
	dc.l	ROUND1_ENEMY_CONFIG		; 36
	dc.l	ROUND1_STATIC_ENEMIES		; 40
	dc.l	DISABLE_FG_WATER_CYCLE		; 44
	dc.l	ROUND1_ENEMY_STATES		; 48

; Sprite Type, Xposition, Yposition, Sprite Type.
ROUND1_STATIC_ENEMIES:
	dc.w	SPR_SQUIRREL,$868,84,SPR_TYPE_ENEMY		; $868 = Squirrel Xposition
	dc.l	HDL_SQUIRREL
	dc.l	-1

;================================================
; Background definitions here per round.
;================================================
; [0] Pointer to IFF Background Data]
; [1] Pointer to colour list for copper display
; [2] Y Index to start background blit
; [3] Y Length to blit background
LEVEL_BACKGROUND_1:	
	dc.l	MEMCHK10_BACKGROUND,ROUND1_COLOUR,59,86	; Pointer to image, starting offset, length to blit, copper_list

; Obstacles x/y into map then 4 blocks 16x16 blocks to plot
OBSTACLES_ROUND_1:
	dc.w	26,7,TILEOBS01,TILEOBS02,TILEOBS03,TILEOBS04,-1
	;dc.w	60,7,TILEOBS01,TILEOBS02,TILEOBS03,TILEOBS04,-1
	dc.w	132,7,TILEOBS01,TILEOBS02,TILEOBS03,TILEOBS04,-1
	dc.w	$7fff

	CNOP	0,4

; Stones that appear
; TILECMD_PUSHSTONE_JUMP = Appears when Rygar jumps on this 
; TILECMD_PUSHSTONE_WALK = Appears when Rygar walks over this area
; TILECMD_PUSHSTONE_ITEM = Is simply part of the round map
STONES_ROUND_1:
	dc.w	30,7,TILECMD_PUSHSTONE_ITEM,-1
	dc.w	46,7,TILECMD_PUSHSTONE_ITEM,-1
	dc.w	72,4,TILECMD_PUSHSTONE_ITEM,-1
	dc.w	87,7,TILECMD_PUSHSTONE_ITEM,-1
	dc.w	90,7,TILECMD_PUSHSTONE_ITEM,-1
	dc.w	112,7,TILECMD_PUSHSTONE_ITEM,-1
	dc.w	74,9,TILECMD_PUSHSTONE_JUMP,-1
	dc.w	102,9,TILECMD_PUSHSTONE_JUMP,-1
	dc.w	82+10,9,TILECMD_PUSHSTONE_WALK,-1
	dc.w	122+10,9,TILECMD_PUSHSTONE_WALK,-1
	dc.w	124+10,9,TILECMD_PUSHSTONE_WALK,-1
	dc.w	$7fff

	CNOP	0,4

; must be 176 in length
ROUND1_ENEMY_CONFIG:
		rept	29			; 0-29
                dc.l    (ENEMY_STATE_0!ENEMY_DEF_RHINO!ENEMY_DEF_GRIFFIN!ENEMY_DEF_DRAGON1!ENEMY_DEF_DRAGON2)
		endr	

		rept	1			; 30
                dc.l    (ENEMY_STATE_0!ENEMY_DEF_DRONE!ENEMY_DEF_GRIFFIN!ENEMY_DEF_DRAGON1!ENEMY_DEF_DRAGON2!ENEMY_DEF_BIGRHINO)
		endr

		rept	50			; 30-79
                dc.l    (ENEMY_STATE_1!ENEMY_DEF_DRONE!ENEMY_DEF_RHINO!ENEMY_DEF_GRIFFIN!ENEMY_DEF_DRAGON1!ENEMY_DEF_DRAGON2)
		endr

		rept	50			; 80-129
                dc.l    (ENEMY_STATE_2!ENEMY_DEF_DRONE!ENEMY_DEF_RHINO!ENEMY_DEF_GRIFFIN!ENEMY_DEF_DRAGON1!ENEMY_DEF_DRAGON2)
		endr

		rept	50			; 130-179
                dc.l    (ENEMY_STATE_3!ENEMY_DEF_DRONE!ENEMY_DEF_RHINO!ENEMY_DEF_GRIFFIN!ENEMY_DEF_DRAGON1!ENEMY_DEF_DRAGON2)
		endr


                dc.l    -1

ROUND1_ENEMY_STATES:	dc.l	ROUND1_ENEMY_STATE_0		; Default Enemy Config That is Loaded
			dc.l	ROUND1_ENEMY_STATE_1
			dc.l	ROUND1_ENEMY_STATE_2
			dc.l	ROUND1_ENEMY_STATE_3


; Enemy Type, Max, Speed Min, Speed Max,
ROUND1_ENEMY_STATE_0:	
			dc.w	SPR_EVIL_UL,1,10,20,-1,-1,-1,-1
			dc.w	SPR_LAVAMAN,4,10,20,-1,-1,-1,-1
			dc.w	SPR_BIGRHINO1,1,10,20,-1,-1,-1,-1
			dc.w	SPR_SQUIRREL,1,0,0,-1,-1,-1,-1
			dc.w	SPR_DRAGON1,0,20,40,-1,-1,-1,-1
			dc.w	SPR_DRONE,4,20,40,-1,-1,-1,-1
			dc.w	SPR_RHINO,4,20,40,-1,-1,-1,-1
			dc.w	SPR_GRIFFIN,0,10,20,-1,-1,-1,-1
			dc.l	-1

; Enemy Type, Max, Speed Min, Speed Max,
ROUND1_ENEMY_STATE_1:	dc.w	SPR_DRAGON1,1,20,40,-1,-1,-1,-1
			dc.w	SPR_DRONE,6,20,40,-1,-1,-1,-1
			dc.w	SPR_RHINO,6,20,40,-1,-1,-1,-1
			dc.w	SPR_GRIFFIN,0,10,20,-1,-1,-1,-1
			dc.l	-1

; Enemy Type, Max, Speed Min, Speed Max,
ROUND1_ENEMY_STATE_2:	dc.w	SPR_DRAGON1,2,20,40,-1,-1,-1,-1
			dc.w	SPR_DRONE,8,20,40,-1,-1,-1,-1
			dc.w	SPR_RHINO,8,20,40,-1,-1,-1,-1
			dc.w	SPR_GRIFFIN,0,10,20,-1,-1,-1,-1
			dc.l	-1

; Enemy Type, Max, Speed Min, Speed Max,
ROUND1_ENEMY_STATE_3:	dc.w	SPR_DRAGON1,0,20,40,-1,-1,-1,-1
			dc.w	SPR_DRONE,0,20,40,-1,-1,-1,-1
			dc.w	SPR_RHINO,10,20,40,-1,-1,-1,-1
			dc.w	SPR_GRIFFIN,8,10,20,-1,-1,-1,-1
			dc.l	-1

I'll try and get some other enemies in over the next week... notably, the Dragon Rider, Giant Worm and Lava Man... at a push I might get the Giant demon in as well.

I've done a lot of work on stability too and the game no longer crashes with any Enforcer hits.

Geezer
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Old 18 February 2019, 14:30   #725
vulture
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great work as always man!
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Old 19 February 2019, 12:54   #726
DJ METUNE
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Thumbs up

Thanks again for all the super nice words I get from you guys!! As a composer and sound designer I'm normally used to make things for clients who take for granted with all rights that everything should sound professional. They don't expect anything less.

Quote:
=mcgeezer;1305215]That is simply incredible...

I mean just WOW! 2 channels... Makes me want to port Outrun!
@mcgeezer I would gladly convert the tunes for you. If you're gonna make an Outrun port.
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Old 19 February 2019, 14:10   #727
mcgeezer
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Quote:
Originally Posted by DJ METUNE View Post
Thanks again for all the super nice words I get from you guys!! As a composer and sound designer I'm normally used to make things for clients who take for granted with all rights that everything should sound professional. They don't expect anything less.



@mcgeezer I would gladly convert the tunes for you. If you're gonna make an Outrun port.
You're welcome.

While I love Outrun, porting it to the Amiga is just a mad man task.

Even if I were to completely understand the math involved I just think there's already nice driving games on the Amiga that do it justice.

Interesting read this though...

http://www.extentofthejam.com/pseudo/
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Old 19 February 2019, 18:38   #728
DJ METUNE
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Quote:
Originally Posted by mcgeezer View Post
You're welcome.

While I love Outrun, porting it to the Amiga is just a mad man task.

Even if I were to completely understand the math involved I just think there's already nice driving games on the Amiga that do it justice.

Interesting read this though...

http://www.extentofthejam.com/pseudo/
Very interesting read, indeed!

Yes, you're probably right. It would take an incredible lot of work, time and hair-pulling to get everything in place.

It would be very interesting though to see how an unexpanded A1200 could really perform with such a fullscreen high FPS arcade type of a racer.
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Old Yesterday, 20:09   #729
LeCaravage
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It was pleasurable and instructive to follow your dev diary. The other entrants are cool also to read but you are the one with the most details.

Cheers !
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