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Old 24 May 2017, 01:53   #21
AmigaBill
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Awesome! Can't wait to give this a try. Thanks so much
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Old 24 May 2017, 23:51   #22
LeCaravage
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@alpine9000:

Impressed by the mix of music/sfx.
What editor, replay (asm?) and sfx player did you use ?

Thanks
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Old 24 May 2017, 23:57   #23
alpine9000
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Originally Posted by LeCaravage View Post
@alpine9000:

Impressed by the mix of music/sfx.
What editor, replay (asm?) and sfx player did you use ?

Thanks
The music is 3 channel P61 using P6112 player (asm), SFX is custom replay code in my engine written in C (nothing too complex or special).
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Old 25 May 2017, 00:42   #24
saimon69
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@Estrayk
i feel a bit of Ego Wings there, but i guess that is your trademark
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Old 25 May 2017, 01:56   #25
alpine9000
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Anyone tried it out ?

Love to hear feedback/suggestions on the gameplay/game engine.
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Old 25 May 2017, 09:21   #26
LeCaravage
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Too bad not a lot of different attacks. Fun to play and original. The orange bad guy at the end of first level keep kicking my face with his wood board.
May be the music's volume is too string compared to sfx ?
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Old 25 May 2017, 11:02   #27
alpine9000
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Too bad not a lot of different attacks. Fun to play and original. The orange bad guy at the end of first level keep kicking my face with his wood board.
May be the music's volume is too string compared to sfx ?
Thanks for trying it, appreciate the feedback!
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Old 25 May 2017, 12:34   #28
PortuguesePilot
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OK, so finally I managed to have some free time and tried the demo. Here's some feedback:

Basically, I share LeCaravage's feelings. I also liked the demo and found it fun to play around. Graphically it seems to be without reproach, being very pleasant to the eye. However, I also think that the difference between the two characters should be more than just cosmetic. Each character should have it's difference signature move (the aforementioned fist-to-the-head for Spencer is a must), Spencer should be stronger and Hill should be faster. As the game stands (both playable characters play exactly the same) makes the game a bit repetitive. Another way of fighting (no pun) repetitiveness is to add different baddies, all with their special signature characteristic (some block, others are very strong, etc. Double Dragon and Final Fight got this one right, for instance). In a scrolling beat'em-up, more variety between baddies is a must (but I'm sure we see so little here because this is only a demo). The music is beautiful but somehow seems out of tone with the characters (I keep "hearing" late 70's to early 80's bar tunes when I think of Bud Spencer and Terence Hill).

Overall, the game seems to be great! Even if it was finished as-is. But if you add the mentioned characteristics then the game will transcend its current level and become a truly great one.

Many thanks for developing this game for us! Cheers.
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Old 25 May 2017, 12:42   #29
Predseda
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"Dune Buggy" is just a must. At least somewhere (opening, credits, between levels...) And I agree with all that PortuguesePilot said.
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Old 25 May 2017, 12:51   #30
Predseda
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I hope you like the music.

[ Show youtube player ]

greets!
22 patterns of full Amiga joy. I like this style!
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Old 25 May 2017, 13:06   #31
alpine9000
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Great feedback guys.

The engine is very configurable when it comes to changing the dynamics of fighters (players and enemies), so it would be easy to tweak the two main characters to have different skills.

The enemies do have some different dynamics in the demo, but unless you play in hard mode it can be hard to notice the difference as from memory easy mode sets a lot of the parameter to be the same. The final boss in hard mode is the most obviously different.

Fingers crossed we will see more enemies and fighting moves in the final game, but that's up to the Amiga Wave guys.
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Old 25 May 2017, 14:34   #32
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I hope bosses will be those main movie villans - Paganini, the fat guy and his advisor played by David Pleasance. Also the motorcycle gang subgame would be appreciated.
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Old 25 May 2017, 14:44   #33
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Ive already praised the music, but Ill just reinforce it; I love the chippy sounding track. Top Notch!
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Old 25 May 2017, 17:00   #34
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Quote:
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I hope you like the music.
[ Show youtube player ]
Excellent tune, Estrayk!
Working with only 3 channels and chippy instruments is fun, recently done so myself for a project that hasn't seen the light.
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Old 25 May 2017, 18:16   #35
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Very excellent, Estrayk. I didn't know you had that skill.
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Old 25 May 2017, 18:55   #36
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I didn't know you had that skill.

Are you kidding?
Estrayk has been a staple of the Spanish tracker community for decades.
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Old 25 May 2017, 21:51   #37
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Congratulations then.
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Old 26 May 2017, 14:29   #38
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great idea and great work. I am a huge fan of these 2 ever since. Please, keep on working to finish this great project!! For the music: though Estrayk is a great composer - this music does not match. For Spencer & Hill it`s either an OLIVER ONIONS clone or it is out of place.
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Old 28 May 2017, 14:08   #39
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Thank you all for your comments. We are working on the design of other levels, with new characters, we will try to include special movements ...
We are going to include the original song of the film in the screen of presentation and in the last level ...
We also hope the option to choose the character to play, but that has to be coordinated with Alex.

You have to keep in mind that it is not a professional project, it is a game made with much affection by some fans to the Amiga commocore.

Thanks to Alex Brown for this great programming and to Estrayk a great musician. Also thank the AmigaWave team for the support ...
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Old 28 May 2017, 16:31   #40
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@Estrayk
i feel a bit of Ego Wings there, but i guess that is your trademark


Quote:
Originally Posted by Predseda View Post
"Dune Buggy" is just a must. At least somewhere (opening, credits, between levels...) And I agree with all that PortuguesePilot said.
I'll try it.
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