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Old 18 September 2012, 20:19   #61
frikilokooo
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Quote:
Originally Posted by Mrs Beanbag View Post
@Amiten
the graphics are excellent!
He is leveraging the limit of 32 colors very well.

The productions are very professional,keep going
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Old 18 September 2012, 20:28   #62
Amiten
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colours

Thanks for you too Frikilokooo.

I want to clarify the issue of colors...

FishV2
Resolution 640x512 interlace mode with 16 Colors!

AmivaniaV3
Resolution 320x256 EHB 64 colors.

Spacer REMAKE
Resolution 320X256 32 Colours.

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Old 19 September 2012, 00:18   #63
Graham Humphrey
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Hope you finish these, they look really very good indeed.
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Old 27 September 2012, 12:17   #64
Djay
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Any chance of some videos?

Stunning work
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Old 27 September 2012, 22:33   #65
Amiten
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New Blog!

@Graham Humphrey Thanks for your support mate

@DJAY thanks for you too

Videos? check my new Blog!

http://amitenworld.blogspot.com.es/


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Old 30 September 2012, 23:44   #66
markpjd
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Tennis Champs I think was made in AMOS - an Addictive "cartoony" game which originally was posted to a famous Amiga Magazine for inclusion on a coverdisk (Full Game - Freeware). I believe they then went on to make/release a commercial game of it at a later date which looked practically the same.

I reviewed the game, and its downloadable from my site too.

Reading back a few threads, I read somewhere that Jet Strike was created in AMOS too.
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Old 01 October 2012, 02:06   #67
Sektor 83
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@Amiten...

Those games are looking good, man! Especially Amivania!
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Old 01 October 2012, 19:58   #68
Mrs Beanbag
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@Amiten
Nice work. The graphics really are particularly good, and the music is fitting as well.

But just a suggestion... the jumping motion on Castlevania is very strange, he goes straight up diagonally and then comes straight down diagonally again. I see this a lot in the AMOS games. Really he should move in move of a parabola trajectory because of gravity. It's easy enough to do, simply give him an upwards velocity when he jumps and accelerate him downwards at a constant rate. In fact I find a little bit of acceleration/inertia in all directions makes controlling a character just that little bit more fun, and it feels more professional.
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Old 21 February 2013, 22:04   #69
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The Prophet according to this review: http://amr.abime.net/review_3731
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Old 21 February 2013, 22:23   #70
lilalurl
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Quote:
Originally Posted by MrX_Cuci View Post
The Prophet according to this review: http://amr.abime.net/review_3731
Thanks for reporting. I have added a note in the HOL entry. I don't know if the review by itself is proof enough to warrant the AMOS quickmatch. I'll let members of the top team decide.
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Old 21 February 2013, 22:36   #71
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I don't know if the review by itself is proof enough to warrant the AMOS quickmatch.
From the executable of the game:
Code:
AMOS_System/Music.Lib :AMOS_System/Compact.Lib :AMOS_System/Request.Lib  :AMOS_System/Compiler.Lib :AMOS_System/Serial.Lib
Added the quickmatch Thanks for the heads up MrX_Cuci
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Old 21 February 2013, 22:54   #72
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Good investigation
You checked it via an hex editor? Or something else?
Would this work for any game made in AMOS (if such a case was to rise again)?
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Old 21 February 2013, 23:08   #73
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I had to install the game and then simply search for the text 'AMOS' inside the main executable. AMOS leaves its traces Since AMOS games (usually) come on ADos disks you could simply copy all files to a folder based HD within Win/FS-UAE and check with your favourite Windows/MacOS/Linux tool (or an Amiga one directly of course). I hope you get the idea
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Old 21 February 2013, 23:23   #74
Lonewolf10
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Quote:
Originally Posted by lilalurl View Post
Good investigation
You checked it via an hex editor? Or something else?
Would this work for any game made in AMOS (if such a case was to rise again)?
Yes, as The CyberDruid has already said, AMOS will at the very least leave a list of all AMOS and 3rd party extensions in ASCII within the executable.
If the AMOS.library isn't included in the executable then the game must be run using the RAMOS program which will also be present as a separate file.

Should the game be compressed (or encrypted) in some way then the last resort is to eject the disk when the game attempts to read/write to it (dangerous I know, so only do this with copies NOT originals...). If it was made in AMOS (or AMOS Pro) you will get an AMOS requestor appear! (NB: Some programs may switch off the AMOS requester and tell it to use the workbench one instead)

Some AMOS games still leave Control+A (switch between game and Workbench) and Control+C (halt program) active, but this is not 100% reliable as someone may program those features in deliberately to software made in other languages.
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Old 21 February 2013, 23:28   #75
Predseda
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Starbase 13 and Epsilon 9, nice adventure games from Edmund W. Clay.
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Old 22 February 2013, 00:48   #76
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Thanks for the details TCD and Lonewolf10. Nice to have some rather foolproof methods of checking that.
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Old 11 March 2014, 02:33   #77
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Anyone still coding Amos?
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Old 11 March 2014, 12:43   #78
Mrs Beanbag
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I still code AMOS, although not games but my development tools are all written in AMOS.

I have an old AMOS game I never released, I was thinking about it the other day, I should probably release it.
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Old 11 March 2014, 13:01   #79
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I still code AMOS, although not games but my development tools are all written in AMOS.

I have an old AMOS game I never released, I was thinking about it the other day, I should probably release it.
Have you already looked at AROS Vision? It includes AMOS Pro with lots of extensions.
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Old 11 March 2014, 13:05   #80
Mrs Beanbag
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I haven't but I am really moving away from it now to be honest, I can write my own extensions anyway if I need them.
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