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Old 18 April 2016, 20:28   #121
Havie
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Have tried this on my A1200 with 030@40mhz. I have had the sae issue as others with corrupted background. Tried running the game with caches off (boot menu) and background is nolonger corrupt but still little bits of corruption popping up as you play which kill you. Looks really promising, hope you can solve the graphic issues.

Oh and well done to Kevin for excellent sprites and a brilliant title screen.
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Old 19 April 2016, 00:51   #122
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Great effort, well done! I'm really glad, ppl still bring us new stuff to play these days...
... buuuut the graphical style is not for me.
Are these the final graphics we are seeing? Seems to me palette usage could use some love ;-)
(Or make it 256 shades of grey and re-save the original renders to grey scale, then the assets will suddenly look super Hi-"def" ;-)
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Old 19 April 2016, 02:09   #123
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Plays awesome, but please change the music
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Old 19 April 2016, 06:31   #124
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Everyone's a critic, smh.
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Old 19 April 2016, 10:12   #125
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Technical issues with pixel garbage and title-hangup reproducible, traced and solved, at least on configs with 68030 and 68040-cpus – 68060 yet to be tested. Also some minor gameplay changes. Expect a demo-version 1.1 soon.
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Old 19 April 2016, 12:00   #126
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Awesome!
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Old 19 April 2016, 15:00   #127
Havie
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Excellent!
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Old 19 April 2016, 20:33   #128
Adrian Browne
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Can't get it to run- It seems I have to run workbench in fs-uae and extract the .lha file in the virtual amiga environment via the cli/shell.
I'm not getting the reshoot icon on my workbench desktop even though it's in the harddrive folder in fs-uae. I only get a dho: icon i believe. Not sure what's wrong- very annoying.

Any chance of an .adf file or is this too much work?
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Old 19 April 2016, 20:59   #129
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Played the demo with WinUAE using stock A1200 configuration. Works great without corrupted graphics.

Looks really great so far. Reminds me a bit of Project-X.
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Old 19 April 2016, 21:01   #130
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Quote:
Originally Posted by Adrian Browne View Post
Any chance of an .adf file or is this too much work?
Well as said before the current demo doesn't really fit in a floppy, but performing nittamituaki's modification, it can fit.

I made an ADF and put it in the zone for you.
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Old 19 April 2016, 21:32   #131
Adrian Browne
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Quote:
Originally Posted by Akira View Post
Well as said before the current demo doesn't really fit in a floppy, but performing nittamituaki's modification, it can fit.

I made an ADF and put it in the zone for you.
Thanks very much sir.
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Old 21 April 2016, 23:10   #132
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Ok. I'm gonna do the numbered list thing... I finished the demo.

1) The handling and response for the player ship is good.
2) The player ship may be a touch too big or the bullet spreads need adjusting? It's sometimes too difficult to fit between bullets.
3) If it's an aga game the graphics could be smoother with more colours.
4) More varied backgrounds graphics in the final version please- it offsets repetition.
5) Would you consider redesigning the player ship somewhat?
6) More spit and polish please. The sprites look a little rough around the edges.
7) Bullets appearing from off-screen can be annoying- mostly it's the long twirling snake-like enemies.

It's very shmupy which is a good thing. Can the game be nearly finished already? From the demo it appears that there's lot's left to do?
I hope you will take this as constructive criticism- Did you do the graphics yourself richard or did someone help? A slight re-working and adding of details and effects would go a long ways imo.

Anyhow I'll be buying it upon release.
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Old 17 May 2016, 05:09   #133
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Thanks a lot to all to took the time to play the demo-version of RESHOOT. Or at least try to play it – some bugs prevented the game running properly (or at all) with cpus > 68020.

The demo enabled me to do some bughunting. Therefore RESHOOT now runs great on all tested configurations upto (and including) 68060. New demo approaching.

Also tried to implement some of the feedback into the gameplay. For example the playarea is a bit bigger now, overall tempo has been accelerated a little bit ... game can be played from floppy now too. :-)

@Adrian, thanks for you criticism. Yes, the game is nearing completion. No, the demo does not show all contents – by far. You´ll see a lot more variation in background graphics for example. These are painted by my fellow austrialian pixelmaster Kevin Saunders. As far as I´m aware, he´s visiting this thread occasionally :-)
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Old 20 May 2016, 12:45   #134
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great news!
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Old 20 May 2016, 20:32   #135
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I can hardly express how honored I feel: Anthony Caulfield from Gracious Film feels RESHOOT and its humble creator are both worth to show up it in his new documentation From Bedrooms to Billions: The Amiga Years. See this movie on Vimeo today, it´s Amiga history, present and future in all its glory!
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Old 20 May 2016, 21:17   #136
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I might have missed it, but is there going to be a pressed, boxed CD32 copy available for sale?
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Old 21 May 2016, 03:01   #137
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@thgill: Yes, there will be a pressed, boxed CD-version with some extras. Will run on any AGA-machine.
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Old 21 May 2016, 09:17   #138
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Nice!
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Old 10 July 2016, 00:41   #139
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Any news about this?
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Old 10 July 2016, 01:10   #140
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Quote:
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Any news about this?
https://www.patreon.com/posts/reshoot-and-its-6022488
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