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Old 07 November 2020, 21:24   #21
UltraNarwhal
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Quote:
Originally Posted by amiman99 View Post
How big is the ROM size for MSX? Is it MSX1 or MSX2?
It's a 32KB ROM for the MSX1.
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Old 07 November 2020, 22:07   #22
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It's a 32KB ROM for the MSX1.
Great! I can burn the ROM and try it on my real MSX.
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Old 08 November 2020, 10:26   #23
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Very nice looking game ^^ I will wait for Amiga version.
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Old 09 November 2020, 21:56   #24
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Got the egg mechanic working on Amiga version now.

I may even release a bare bones prototype (like NES one) in time for Christmas.
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Old 30 January 2021, 14:08   #25
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Work continues after Xmas break. Runs much better now on Amiga 600, once enabled hardware sprite use.

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Old 30 January 2021, 17:04   #26
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Cool
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Old 30 January 2021, 19:18   #27
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Looks sweet!
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Old 04 February 2021, 13:38   #28
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Latest footage.

[ Show youtube player ]
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Old 04 February 2021, 14:56   #29
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Old 05 February 2021, 00:21   #30
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Wow.. I'm really impressed that you implemented platform fall through even though that isn't (yet) a feature of Scorpion.
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Old 11 March 2021, 14:04   #31
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Slight update, enemies can now be damaged.
[ Show youtube player ]
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Old 11 March 2021, 22:57   #32
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Slight update, enemies can now be damaged.
[ Show youtube player ]
Looking very cool!
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Old 11 March 2021, 23:26   #33
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This little duck is very cool.
Itchi goto
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Old 12 March 2021, 07:05   #34
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Supernice looking game !
Really looking forward to the release.
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Old 18 April 2021, 13:41   #35
UltraNarwhal
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This past week I have imported the whole of the Act 1 map, slowly adding enemies and tweaking geometry.

Also started creating tileset for Act 2.
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Old 18 April 2021, 15:35   #36
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Nice :O looking really cool
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Old 01 May 2021, 21:49   #37
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Slowly adding enemies/obstacles to Act 1. Updated HUD graphics, item shows currently active item (egg/sword) and I'll probably add key collected icons (green/blue/red).

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Old 02 May 2021, 05:35   #38
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Slowly adding enemies/obstacles to Act 1. Updated HUD graphics, item shows currently active item (egg/sword) and I'll probably add key collected icons (green/blue/red).

That's looking really nice.
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Old 16 May 2021, 17:38   #39
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Reduced tileset colour count to 16 from 32, just in case I need to run game in 16 colour mode to keep Act 2 smooth.
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Old 13 June 2021, 14:22   #40
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Changed how enemies die and added pause mode. Still laying out act 2 level map and designing extra enemies.


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