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Old 04 March 2015, 22:36   #21
Lonewolf10
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This has some great graphics so far, I'm looking forward to playing the finished product
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Old 04 March 2015, 23:12   #22
Mrs Beanbag
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ok well the first thing to say about sprites is that while a 16-colour screen will use colours 0-15, the sprites use colours 17-31 (16 is transparent). You get 8 3-colour sprites that can be attached in pairs to give up to 4 15-colour sprites. You can also re-use sprites, that is, a single sprite can appear in several different places (and even with different graphics) but it can't overlap itself.
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Old 06 March 2015, 15:18   #23
s2325
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I think game have palette like Astral http://hol.abime.net/4386/screenshot Good luck with your project.
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Old 06 March 2015, 15:32   #24
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Looks excellent thus far! looks like a cross between X-Out & Z-Out which is a only a great thing

Which part of Australia are you in Invent?
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Old 16 May 2015, 13:06   #25
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Quick update:

Sorry if i didn't update sooner. Lots of projects going on

This update shows some starting ideas of weapons, and shows another level slime/salamander style level. The reference is in colour more than anything else The slime graphics shows drawing in 24 bit then converting down to 8 bit. Not optimised for 16 colour palette at the moment.





For higher resolution please visit the blog images

Last edited by invent; 16 May 2015 at 15:02.
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Old 16 May 2015, 13:08   #26
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Quote:
Originally Posted by blade002 View Post
Looks excellent thus far! looks like a cross between X-Out & Z-Out which is a only a great thing

Which part of Australia are you in Invent?
From Brisbane, but originally from Coventry, UK
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Old 16 May 2015, 15:50   #27
Lonewolf10
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Thanks for the update and the graphics are still awesome
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Old 16 May 2015, 15:53   #28
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The graphics of it is amazing!
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Old 16 May 2015, 17:21   #29
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Love this! Really hope you can make it into a game. Maybe you should try teaming up with other people to get the ball rolling (coder, usician).
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Old 16 May 2015, 21:40   #30
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great work, really! I'd love to do some coding for it, but it's a long time I don't do any hardcore coding for Amiga, it may need some time to polish up my skills.

p.s.: are you available for designing custom graphics for games on commission (payed, of course)?
 
Old 17 May 2015, 14:00   #31
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Thanks for the feedback

I didn't mention I have spent some time thinking about the weapons system. I liked how X-Out you could choose the weapons before playing the level. One of the frustrating parts of some shoot em ups is not being able to customise what weapons you can use for each level or losing all weapons when dieing.



If there are particular elements of shoot em ups you liked, please let me know. I like for example how you could move horizontally and vertically in Blood Money.

Hi Giovanni, I possibly could help you with some graphics (may already have some sitting around ready), send me an email and let me know more details. I'm always willing to help out other Amiga developers, thus far I haven't asked for any money. If I can come up with some graphics in a day or so to help you get going on an idea.
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Old 17 May 2015, 18:35   #32
Mrs Beanbag
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wow this is really looking good.

it would be nice if you could collect lots of different weapons and switch between them during play. sometimes it is annoying on some games, when you collect the "wrong" powerup and end up lumbered with a woefully inappropriate weapon for the rest of the level.
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Old 18 May 2015, 02:06   #33
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Hi Mrs Beanban, thankyou.

Your right about weapons. The idea so far is to have a 6 sided dice that you can shoot and changes to different weapon (any of the 6 you have chosen for the level).

Adding a randomiser on what weapon appears might help e.g. number 3 weapon appears, later on number 1, 5, etc Possibly over time you could memorise this pattern, and set the weapons you need when they come on screen.

Other shoot em ups sometimes change the weapon collectable over time but I didn't like that especially if busy destroying all enemies on screen. Would like the player to have a bit more control what to choose.

I do also like the bump/nudge effect when shooting a collectable.
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Old 21 May 2015, 14:15   #34
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Looks great, good luck!
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Old 21 May 2015, 14:43   #35
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Another thing I particularly liked was in the shoot em up Powder with proper big detailed buildings for backgrounds (non-destructive for the player). They're giving a great sense of scale.
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Old 21 May 2015, 16:40   #36
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The gfx so far are very appealing.
Good job, sir.
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