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Old 28 May 2014, 21:22   #41
nobody
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Some tiles and sprites i did using the pixel art below as a reference:


image is 32 color format, bottom right is the sprites palette, (edit palette order with personal paint and save as iff). Feel free to use in any project.

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Old 28 May 2014, 22:53   #42
Raislin77it
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are you the author of the mockups too?
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Old 29 May 2014, 09:16   #43
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No but the result will be almost the same if you map the tiles I made.
The author of the mockups is jalonso.

http://www.pixeljoint.com/p/3240.htm
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Old 29 May 2014, 16:46   #44
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No but the result will be almost the same if you map the tiles I made.
The author of the mockups is jalonso.

http://www.pixeljoint.com/p/3240.htm

ok i understand, but we have the author persmission to use this "modified" tileset ?
because it's great, and i want to use it, but don't want to be sued
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Old 29 May 2014, 16:58   #45
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It's not a copy/paste tileset, everything is made from scratch so no one can sue you.
If that was true, all games with a square tile would be sued from Nintendo

Last edited by nobody; 29 May 2014 at 19:28.
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Old 02 June 2014, 00:40   #46
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Marylin Monroe, right ?
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Old 02 June 2014, 19:16   #47
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yes
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Old 02 July 2014, 15:19   #48
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Originally Posted by Rebel-CD32 View Post
It's not meant for beat 'em ups, but that doesn't stop us from trying (and mostly failing) anyway! The problem is the reliance on only two types of attacks to kill enemies, either jumping on their heads or firing a projectile at them. If you attempt to simulate a punch or sword-slash for the attack you still need an object to shoot out from your character, and the collision detection is really bad when an enemy is too close and you keep firing straight through them.

If you want to see the best attempt at a scrolling beat 'em up made with Backbone, check out Ambermoon Arcade.

http://www.amiworx.de/ambermoonarcade.html
Thanks for the intel. I was always frustrated with the lack of quality beat em ups on the Amiga as a kid, and I've been thinking of making one someday. But I'm not a programmer, and so I would need something like Backbone to help me along.
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Old 12 September 2014, 20:26   #49
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I have in mind since a while to do a Cadash-like game and no amiga programming skills: do you think Backbone could help me in doing that?

[edit] Ok,probably most people might not know Kadash: is a mix Arcade/RPG game like also in example the infamouis Simon's Quest on NES;
(video link) [ Show youtube player ]
however the game i wanted to do with a similar method is loosely inspired to the Xenon manga...

Last edited by saimon69; 15 September 2014 at 19:47. Reason: added video link
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Old 13 September 2014, 00:35   #50
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Maybe you should wait for Amiga Game Creator [ Show youtube player ]
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Old 13 September 2014, 02:10   #51
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Oysters!
This is new software?
More info please.

Oh, is Zener (Tracker hero)!

Last edited by vitux; 13 September 2014 at 02:29.
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Old 13 September 2014, 05:02   #52
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as you can see no info in description or comments
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Old 13 September 2014, 06:32   #53
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Maybe you should wait for Amiga Game Creator [ Show youtube player ]
Sweet! I hope is less buggy then Backbone.
More info would be nice.
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Old 13 September 2014, 06:46   #54
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Maybe you should wait for Amiga Game Creator [ Show youtube player ]
That looks good... Good work whoever is writing it...
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Old 14 September 2014, 13:24   #55
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Quote:
Originally Posted by Muzkat View Post
Thanks for the intel. I was always frustrated with the lack of quality beat em ups on the Amiga as a kid, and I've been thinking of making one someday. But I'm not a programmer, and so I would need something like Backbone to help me along.
Me too, we should work together on something. Perhaps leathered would like to help with the programming once he's finished his Final Fight conversion since he's done half the hard work already.


This new game creator program looks like it'll produce much nicer games than Backbone, but I think Backbone's GUI is a little nicer to use. I'll probably switch a few of my ongoing platform game projects to this new engine once it's out and scrap Backbone.
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Old 27 September 2014, 15:56   #56
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Look better; Gus entertainment (tracker hero)
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Old 10 November 2014, 21:09   #57
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Hello Cammy, Rebel-CD32 and all others who have working with Backbone.

Now, I too have jumped on the Backbone bandwagon. So far I have got pretty far with my game (hope to release it within two weeks).

I can reveal that it will be a side scroller game based of the SuperTed character. Spectrum and C64 has a SuperTed game, so I thought it will be cool if Amiga had one version as well. However, My version will be quite different

But I must say this software is so annoying to use. I've actually never used such a program with so many bugs before. Because of all these bugs, it takes about 10 times longer to make a game.

I don't know what happen. But now all of sudden conditions have stopped working for me. I hope to find a solution soon.

But that is only one of the bugs I have encountered
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Old 11 November 2014, 04:32   #58
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lol. Superted. I have not thought about this guy in years...
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Old 11 November 2014, 20:56   #59
hipoonios
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Does anyone know what ammo and weapon is under the Panel section?

There is no place to set the values for those things anyway.

Lives, score and energy works great.
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Old 11 November 2014, 21:15   #60
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Does anyone know what ammo and weapon is under the Panel section?

There is no place to set the values for those things anyway.

Lives, score and energy works great.

These options are not implemented.
You can have different weapons but not as changeable in-game items.
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