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Old 25 September 2021, 23:58   #221
malko
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Quote:
Originally Posted by mcgeezer View Post
On the subject of pickups, how do you think these should work?

Take a little look at the video to see what we have, you can directly influence how I build this into the game.

Should the pickups time out? If so should the flash become faster?
Should I make float them?

The idea is that at certain times or events the player will get a bonus ball bounce along which if they hit correctly will give them a pickup.

Pickups are, knife, nunchucks, points, extra live, increase health etc...

[ Show youtube player ]

[...]
I would play it naughty here and leave all the pickups on the ground (without other timer than the level one - if any) even if the pickups get mixed (one over the other) and that trying to pick up the desired one leads to picking last the one we don't want (because they are mixed) . I think they could disappear if they go out of the screen (scrolling).
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Old 26 September 2021, 08:33   #222
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Definitely time out the pickups, quicker flash with 3 seconds or so to vanishing. Seems an arcade-esque way to handle it haha

Like the bonus balls though, sorta IK+ inspired!
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Old 27 September 2021, 06:23   #223
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On one point of view, I love how this is leaving "Kung Fu Master" and going into "Black Belt" territory, on the other side that pushes me to design Krogharr in a bit of a different way, since with this upcoming and "Daemon Claw" in a few years, we will have enough games in that vein already then.

Don't want people to lament that after all those SHMUPs the Amiga has only "Black Belts"...
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Old 27 September 2021, 18:12   #224
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Quote:
Originally Posted by 10shu View Post
I think people focus too much on a small detail.
Its a silly arcade game ,The npc fall because it s funny to See them fall. The standard options was to have them fall to the ground and blink out to make them disappear. Not so fun...
Originally i wanted them to explode like on the master system game blackbelt but it wasn’t easly possible on the amiga...
Well yes, but it's also fun to embrace the fantasy by overanalysing silly games. ;p

Is there a technical limitation that would prevent us from incorporating multiple ways to clear the screen of dead bodies? If there were a few variations, they could be randomised to keep it fresh.

How about some baddies surrendering/making a sharp exit rather than actually dying? Conceding that they'd been out-fued, they could hit the deck and then roll away off screen of their own accord to escape. That way they wouldn't have to fly over any foreground objects or fall down imagined holes in the floor, they'd simply be rolling out of sight.
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Old 27 September 2021, 19:35   #225
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... or explode
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Old 27 September 2021, 23:32   #226
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... or explode
That would make a great booby trap for pickups(if randomized and not too frequent) , affecting players and enemys.
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Old 03 October 2021, 23:21   #227
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Here's the weapons system just about implemented now. I also give a little bit of a tutorial on how I deduped the 380kb of sprite frames using pro-motion.

Basically I've turned the Amiga into a bit of a gaming console with tile based hardware capabilities.

Enjoy

[ Show youtube player ]

Graeme
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Old 03 October 2021, 23:33   #228
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Top Job !
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Old 04 October 2021, 00:01   #229
malko
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Great update
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Old 04 October 2021, 05:53   #230
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Brilliant! Great video.
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Old 04 October 2021, 10:05   #231
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Looks good. Is he playing air guitar while being idle?
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Old 04 October 2021, 14:12   #232
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Yeah!
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Old 04 October 2021, 14:24   #233
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Simply WOW....and the small tutorial is also very useful. Thx 4 all.
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Old 05 October 2021, 22:52   #234
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I did a fair bit of work on the collisions tonight so thought I'd do a quick update video as usual. Warts and all this one... lots of bugs to fix.

[ Show youtube player ]

Graeme
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Old 06 October 2021, 09:28   #235
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This looks great! Will upgrades such as the nunchuks time out? That would be an equivalent to throwing the extra knives.
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Old 06 October 2021, 09:57   #236
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This looks great! Will upgrades such as the nunchuks time out? That would be an equivalent to throwing the extra knives.
Thanks, they won't timeout. If the player takes a hit from one of the enemies then they'll lose the nunchucks.
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Old 06 October 2021, 11:25   #237
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Quote:
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If the player takes a hit from one of the enemies then they'll lose the nunchucks.
Ah, ok. So far it looked like the player could keep them forever which makes further appearances of them a bit pointless which is why I asked.
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Old 06 October 2021, 12:18   #238
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Looks ace. Love Kermit the frog flipping the bird
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Old 06 October 2021, 23:48   #239
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Quote:
Originally Posted by mcgeezer View Post
Here's the weapons system just about implemented now. I also give a little bit of a tutorial on how I deduped the 380kb of sprite frames using pro-motion.

Basically I've turned the Amiga into a bit of a gaming console with tile based hardware capabilities.

Enjoy

[ Show youtube player ]

Graeme
This is really interesting and I didn't even realise I had Pro Motion in a bundle from Humble Bundle! Might need this technique if I run of memory in Target Renegade.

Also, I am right in thinking that you can use this to turn a background into tiles and the map exports with tile graphics? I have another program that does this (can't remember what it's called) but this looks simpler. Have always planned to write a tile map that scrolls - not using this for TR as levels are pretty short so trying to just hold the whole level in ram to save precious Blits!
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Old 06 October 2021, 23:56   #240
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you can also create some python script with PIL that does the tiling, provided you give the tile dimensions. Just cut the image into tiles, and remove the duplicates if there are ones.
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