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Old 26 April 2007, 23:49   #21
jotd
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Gods level 1 fully functional

You'll be glad to hear that the Gods -Deluxe- demo improved quite a lot since last release.

Now all level 1 is playable, with sfx and all the nice stuff.

Grab it from there if you must:

http://perso.orange.fr/jotd/gods/index.html
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Old 27 April 2007, 13:02   #22
spiff
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Feels like a500 now.
Minor graphics tweaks, like them. I still don't get bitmapbrothers obsession with purple on all the other ports.

Walking monsters are fine
Flying monsters updates/movement isn't as smooth, but I'm guessing you know this.
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Old 27 April 2007, 14:01   #23
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@jotd - just downloaded this and checked it out. You've done a great job so far, it's really looking / playing like the original. Well done
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Old 27 April 2007, 16:52   #24
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Quote:
Originally Posted by spiff
Feels like a500 now.
Minor graphics tweaks, like them. I still don't get bitmapbrothers obsession with purple on all the other ports.
As is more than obvious the Bitmap Brothers don't do the ports.
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Old 27 April 2007, 18:40   #25
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Quote:
Originally Posted by Ultron
As is more than obvious the Bitmap Brothers don't do the ports.
GBA version looked promising. But never came out.
Anyway it gave me the iea to enhance red and yellow tones on bonuses, explosions, ...Yes, the gfx of the SNES version are not too good. Too SNES. I thought I saw a Mario character in the background
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Old 29 April 2007, 10:05   #26
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Heyup,

New version is looking good!

I noticed something with the throwing of the weapons - aren't they supposed to be thrown "downward" ? Yours seems to be thrown too early and spin in the opposite direction?

Apart from that it all seems rather cool, if you allow different music files per level then that would be neat also.

Keep up the good work. You know in the early Atari-ST demo version there were some extra tiles which were replaced in the final version.

C ya!
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Old 29 April 2007, 16:00   #27
Muzkat
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Fantastic! Great work!

Gods was my favourite Amiga game of all time, and playing this on my PC gave me goosebumps! Thankyou!

A few suggestions:

The "S" at the end of "GODS" on the title screen looks incomplete - did you forget the black letter outline at the top of the S?

The monster animations are abit slow and jerky, but I think you are looking into that. Hercules' arms look abit too chunky and pastelly for my liking too.

And perhaps it's just me, but I can't remember Hercules' helmet having that slight purple tint. It always seemed navy blue to me.

Keep up the good work - I can't wait for the full release!
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Old 29 April 2007, 17:10   #28
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@Qube: yes, weapon animation does not depend on the side: I'll fix it (you've got a talent for detail!!)
You're talking about the demo version, which is a modified world 1 level 1, with some extra doors to make it looking like a full game (a demo with original first level would have been not too good IMHO).
What do u mean by "different music files per level"?

@Muzkat: Yes, I'll fix the end of the "S". I retouched the main character : anti-pixel manual rework, and the helmet color. It's not "purple". It's just steel blue. I think it adds a bit of color. Original game is quite dull with only 16 or 17 colors (besides the copper effect of the sky). I enhanced the yellows, the reds (roof tiles) and hero helmet. Some ppl may not like it.
I can very easily add an option to strictly use the original dull & pixelized graphics

BTW I just started level 2. I think you'll like a little WIP snapshot
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Old 29 April 2007, 17:25   #29
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Quote:
Originally Posted by jotd
I can very easily add an option to strictly use the original dull & pixelized graphics
Oh my god, don't do it. This looks soooo awful on an PC monitor and causes eye cancer.
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Old 30 April 2007, 13:13   #30
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A couple more things - not to be a negative nit picker, just to add more constructive comments, because you really have done such a fantastic job!

Pushing up to enter a door can sometimes be abit finicky - it's like you have to find the right place to stand before the character goes through the door.

The vases in World 2 don't make the chinking noises when they hit they floor, and the guardian doesn't make that metallic screeching sound when he is hit.

The reworked Hercules looks good, by the way! And his death animation is as blood curdling as ever!

Thanks jotd! The screenshot of the next level looks so promising! It's like I'm reliving me childhood again!
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Old 01 May 2007, 14:43   #31
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Quote:
Originally Posted by Muzkat
A couple more things - not to be a negative nit picker, just to add more constructive comments, because you really have done such a fantastic job!

Pushing up to enter a door can sometimes be abit finicky - it's like you have to find the right place to stand before the character goes through the door.

The vases in World 2 don't make the chinking noises when they hit they floor, and the guardian doesn't make that metallic screeching sound when he is hit.
That's the spirit: constructive citicizm.

About the doors, you're right, I'll fix this.
About the chinking noises, that's right as well, but haven't you noticed that none of the items are supposed to make noises and don't?

ok, back to level 2. Snakes are done. The thieves will give me a hard time for sure
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Old 02 May 2007, 23:30   #32
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Ye I thought perhaps instead of having just the one mp3 file for the entire ingame music, it may be nice to allow people to have different tracks per level or world, perhaps something an ini file could store.

I would give people an option (menu?) for turning off any graphics filters, the more choice the better, in the future if you were feeling adventurous you could implement extra effects, like particle explosions, or other tweaks to take the game to other heights

Yes the extra tile gfx were in the ST demo of the "4am mix", you could mix those into your levels if you wanted to, or draw some new ones.. In fact, I'm sure there is even a whole monster which was never used in the actual game, the 1st level crawler-bug?

Overall this is a great bash at a remake, keep it up! Whats next? Chaos Engine?

Q;
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Old 03 May 2007, 00:08   #33
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Old 05 May 2007, 11:43   #34
synchro
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Cant quite work out the negative feedback...Its an Amiga remake and looks quite faithfull to the original and its work in progress....I love it...wish i was capable of doing this

Or am i missing something
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Old 05 May 2007, 15:08   #35
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I think its a great remake, few more builds and tweaks and jotd will have a real gem here!
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Old 15 May 2007, 18:38   #36
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Are the Linux .sh files missing from the archive? I can't find them.

Looking forward to try it. =) Haven't got Windows...
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Old 15 May 2007, 21:09   #37
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Quote:
Originally Posted by amadeus
Are the Linux .sh files missing from the archive? I can't find them.

Looking forward to try it. =) Haven't got Windows...
unarchive the 2 scripts below in the Gods root directory. Run gods.sh. It should work.
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Old 15 May 2007, 23:32   #38
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Quote:
Originally Posted by jotd
unarchive the 2 scripts below in the Gods root directory. Run gods.sh. It should work.
Thanks.

There seams to be some trouble running on Linux.
[img=http://aycu33.webshots.com/image/13912/2000804463030630115_th.jpg]

The keyboard doesn't work, so I can't enter the game.
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Old 16 May 2007, 00:18   #39
jotd
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Quote:
Originally Posted by amadeus
Thanks.

There seams to be some trouble running on Linux.
[img=http://aycu33.webshots.com/image/13912/2000804463030630115_th.jpg]

The keyboard doesn't work, so I can't enter the game.
this is ugly!! Check that you have "images/purple_gradient.png" in the game directory.
The spacing in the fonts is a problem too !!

The keyboard is working (I think). Just press control to skip the intro.
You can also run "gods.sh -no-intro" to get to title screen.

BTW which JRE are you using?

I'll end up installing Linux to test it myself. I only have WinXP here.
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Old 16 May 2007, 00:40   #40
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Originally Posted by jotd
BTW which JRE are you using?
I was using GNU Java =)

Using Sun's Java 1.5.0_10 makes the game work perfectly =)

Btw. How did you get the graphics? Memory rip or disk rip?
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