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Old 25 January 2015, 13:18   #21
mjnurney
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its not worth the risk of being sued.

better to change the graphics sadly..

i had planned a few well known games to remake on the Amiga but now i won't.
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Old 25 January 2015, 17:33   #22
Predseda
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If Danger mouse copyright holder is known, I think it would be worth asking for permission. Better to have a game with the character you love involved than to be annoyed and redraw graphics, change names and the whole plot because of possible problems.

Just try to ask, it costs nothing.
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Old 25 January 2015, 17:40   #23
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Quick check on wikipedia:

http://en.wikipedia.org/wiki/Danger_...28TV_series%29

"The show will be returning on the CBBC channel in 2015." - so it is still not an "abandonware" and interference with CBBC interests really can occur.
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Old 25 January 2015, 19:28   #24
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Not too much of a problem to redraw graphics - the main work so far has been on the tiles and level design -

In terms of plot - there isn't any significant changes to be made - the aim was to catch the baddie - rescue a prisoner and most of the problems and solutions will still work ok.

Also, after the Danger Mouse game, I was thinking of doing a sort of update of an old BBC arcade adventure game called Thunderstruck - so this sort of makes it easier to move onto the larger game next.

In terms of the working title I was thinking

"Dylan the Space Man versus the Green Smelly Alien From Mars" aka "Dylan the Space Man versus the Green Smelly Alien From Mars who has a striking resemblance to a toad but is no way based on any TV evil masterminds from children's cartoon series of the 1980s".

At least it might give the game the longest title entry in the Hall of Light database.

The Danger Mouse tile set will still exist - so a simple changing of the graphics file would make it all DM themed - but perhaps that will remain a private copy or the sprite file could be loaded up so individuals who want to make it DM themed can do.
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Old 01 March 2015, 01:26   #25
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Work is still progressing on this game - it is now called Dylan the Spaceman for short - estimated release date end of July 2015 - below some work in progress screen shots.








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Old 01 March 2015, 01:54   #26
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Looking good!
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Old 05 March 2015, 01:59   #27
mjnurney
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looks really good
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Old 05 March 2015, 03:34   #28
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cool looks nice that
ps. here's how it looks with scanlines



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Old 06 March 2015, 14:20   #29
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Thanks guys,

It also looks like we might be able to create self booting CD32 disk for the final version thanks to the hard work of a fellow EAB forum member. The main controls are directional and fire - the keyboard is only needed if you wanted to pause the game but that isn't really necessary for this type of game.
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Old 06 March 2015, 14:43   #30
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Looking good and keep going
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Old 06 March 2015, 22:48   #31
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Despite liking what you're doing. I'd hate to see your work shut down or you being sued like our friend on EAB with his Smurf game. The levels you show are directly taken from Dizzy and not sure if Codemasters would appreciate this?
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Old 06 March 2015, 23:10   #32
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The levels are not taken from Dizzy There are similarities to Dizzy but the tiles are being drawn individually. The only tiles which are identical are the blue tree shadows and the green border for inside rooms which are to be changed. The sprites were originally danger mouse but are now taken from the reality art disk or drawn from scratch. If I was solely using existing tiles the game would be finished and not needing another five months to finish.
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Old 07 March 2015, 01:54   #33
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Quote:
Originally Posted by amigapd View Post
The levels are not taken from Dizzy There are similarities to Dizzy but the tiles are being drawn individually. The only tiles which are identical are the blue tree shadows and the green border for inside rooms which are to be changed. The sprites were originally danger mouse but are now taken from the reality art disk or drawn from scratch. If I was solely using existing tiles the game would be finished and not needing another five months to finish.
That's fine. My apologies. All the best! Looking forward to playing this
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Old 07 March 2015, 12:09   #34
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This looks very nice
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Old 07 March 2015, 14:29   #35
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wow, it looks very good..
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Old 16 March 2015, 15:27   #36
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Quote:
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On WinUAE it runs quite smoothly.
What configuration are you emulating?

Do you think this would run smoothly on a vanilla A1200?
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Old 16 March 2015, 18:06   #37
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I've tested it on a vanilla CD32 and it works fine - no noticeable slow down -

The main play testing is on an expanded A1200 but I see no reason why it shouldn't work ok on a basic A500 - A600 or A1200

Unfortunately, my A600 gave up life so I haven't been able to test it - once I get it a bit closer to release I will get someone with an A600 / A500 to try it out.

Update I tried it under A500 settings in Winuae - it seems the game should work on an Amiga 500 with 1 Meg expansion.

Last edited by amigapd; 17 March 2015 at 02:29. Reason: New Information
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Old 16 March 2015, 18:18   #38
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once I get it a bit closer to release I will get someone with an A600 / A500 to try it out.
My main computer is an unexpanded A600 so if you need me to do any testing just fire a PM .
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Old 16 March 2015, 20:49   #39
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Wish to know where to find the reality engine, what are its limitations about graphic, music and gameplay and if there are instructions around
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Old 16 March 2015, 22:52   #40
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Quote:
Originally Posted by saimon69 View Post
Wish to know where to find the reality engine, what are its limitations about graphic, music and gameplay and if there are instructions around
These questions have been answered mainly in this thread

http://eab.abime.net/showthread.php?t=33153&page=6

My aim of creating this game was to produce a mini guide and get to know the limitations -
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