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Old 01 April 2012, 19:46   #561
derSammler
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Already got a good amount of stuff done this weekend. Including but not limited to:

* Merged the stand-alone intro code with the main source code
* Made the game-over checking aware of multiple players
* Revised all settings-related functions and added an option "enable_cheats" (Note: enabling cheats will deactivate highscores)
* Improved display init code and window-repositioning when using "window_size"
* Fixed: Don't try to play multiple instances of a sound if only one instance is supported

I'll keep updating this thread.

Anyone still in contact with Krister, by the way? Seems like he has disappeared from the forums.

Last edited by derSammler; 02 June 2012 at 21:08.
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Old 07 April 2012, 17:01   #562
derSammler
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Work done this weekend:

* Tweaked analog joystick polling by adding a default deadzone of 20%
* Implemented a screenshot function (code was already done, I just had to include it ;-)
* New v-sync implementation for perfectly smooth scrolling (turns off internal frame rate limit)
* Updated the Shenandoah title screen to make it look less pixelated
* Added automatic window-size fixing to make sure graphics is always pixel-perfect in windowed mode

Happy Easter!
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Old 14 April 2012, 15:23   #563
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New setting for level 2.

Last edited by derSammler; 30 August 2023 at 10:06.
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Old 05 August 2012, 11:32   #564
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Old 05 August 2012, 11:55   #565
derSammler
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The old DOS demo... I remember that one.

Small status update: the missing voice-overs are currently being recorded, and they sound great!
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Old 22 August 2012, 15:34   #566
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voice overs? that sounds great! cudos!
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Old 09 April 2013, 16:35   #567
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Any news GTW?
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Old 10 October 2013, 22:25   #568
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I got lost this game!
Some Amiga demo?
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Old 22 January 2014, 10:46   #569
derSammler
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Any news GTW?
Better late than never.

I had no time to work on the game last year, sadly. However, I'll have lots of time this year (as I'm now self-employed) and I *still* want to get the game done. I reviewed the code and found that there is much less to be done than I thought. Actually, the game can already be played through all levels. So I have set myself a deadline to get the game out: December 31, 2014. If I can't make it till that day, I'll bury the project.
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Old 06 May 2014, 09:39   #570
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A new demo is coming soon. This will be the first demo containing the intro/attract mode and the 2-player mode. It will also be the last demo before the release of the full game.

The game is now ready to enter a closed beta test, which I'm currently preparing.
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Old 18 May 2014, 23:33   #571
Adrian Browne
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Originally Posted by pcGTW_Webmaster View Post
A new demo is coming soon. This will be the first demo containing the intro/attract mode and the 2-player mode. It will also be the last demo before the release of the full game.

The game is now ready to enter a closed beta test, which I'm currently preparing.
I'm confused. Is this not also being released on steam as 'space machine 1993'? Are they the same games? Is an amiga version coming too?

Great work by the way.
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Old 19 May 2014, 09:09   #572
derSammler
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Is this not also being released on steam as 'space machine 1993'? Are they the same games? Is an amiga version coming too?
Apparently, yes. Seems like two versions of the game are currently in the making.

No one is working on an Amiga version, though.
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Old 19 May 2014, 21:29   #573
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Apparently, yes. Seems like two versions of the game are currently in the making.

No one is working on an Amiga version, though.
Two versions? How did that happen?
Is this thread not about an amiga version?
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Old 20 May 2014, 09:51   #574
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Two versions? How did that happen?
No idea, really. Last time I heard from Krister was in 2009 when he sent me the final storyboard for the second level. He probably thought that I no longer work on the game, though he never asked and apparently never came back to follow this topic either.

As for an Amiga version, coders are wanted since 2006, but no one took on the task yet.
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Old 20 May 2014, 20:58   #575
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No idea, really. Last time I heard from Krister was in 2009 when he sent me the final storyboard for the second level. He probably thought that I no longer work on the game, though he never asked and apparently never came back to follow this topic either.

As for an Amiga version, coders are wanted since 2006, but no one took on the task yet.
I see so this thread is for what computer system?
Ah, the thread title was referring to seeking amiga coders.
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Old 20 May 2014, 21:06   #576
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The game was to be released for Amiga and PC and this thread was to find coders for both platforms. Don't think it will ever see a release for Amiga, though.
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Old 20 May 2014, 22:14   #577
Adrian Browne
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The game was to be released for Amiga and PC and this thread was to find coders for both platforms. Don't think it will ever see a release for Amiga, though.
Real pity. There is a lot of active programmers on eab. I would have thought somebody might have picked this up.
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Old 20 May 2014, 22:49   #578
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Agree. I'm going to release the source code of my PC version once it's completely done. It can not be ported directly to the Amiga, but maybe it will help someone to create an Amiga version anyway.
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Old 21 May 2014, 00:28   #579
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Agree. I'm going to release the source code of my PC version once it's completely done. It can not be ported directly to the Amiga, but maybe it will help someone to create an Amiga version anyway.
I see. I was going to buy space machine 1993 on steam when it gets released but there is your version also... I may have to try both.
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Old 23 May 2014, 11:08   #580
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I'm planning to release demo 3 on May 31. It will be the first demo compiled in release mode. If nothing goes wrong, it is going to include the intro, 2 levels (1 and 5), of course the shop with selected ships and weapons, as well as the 2-player mode. There are gameplay changes compared to demo 2, but I'll explain them later.
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