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A lot of complaints I heard are just "I want this game to be something it isn't." Which is fine, but in the end I think Inviyya plays quite well and is fun the way it is. If this is not your type of SHMUP, then there is enough other stuff around which may satisfy your preferences. Not every game needs to play the same. Quote:
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I'd never do a scroller on the Atari ST, since that machine sucks for that kind of game. |
I prefer 50fps shooters with tight controls, even with 2 colors.
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Amiga gamers are kind of like these people in abusive relationships.
After a few years they kind of seem to enjoy the horrors... :D |
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Good news.
CDs have arrived, and after some problems with the printing process of the digipaks, also that has cleared up. Looks gorgeous, imo. http://eab.abime.net/attachment.php?...1&d=1626099861 If all goes according to plan, Poly.Play will be starting to send out boxed sets start of next week... :) |
:bowdown:bowdown:bowdown:bowdown Can't wait!
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Hey guys, the updated whdload slave (including a trainer) for the balanced version of Inviyya can be downloaded now on https://tigerskunk.itch.io/inviyya
Will surely be available on whdload website soon as welll, though... :) |
That's a cool look for the CD's :)
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Amazing looking CD. :)
And big kudos to Steril, for constant balance polishing the game. |
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Easy: for example by using 1 plane masks, not interleaved masks. Need to blit objects plane by plane, so maybe too slow for 50 FPS, but not for 25 FPS. You then can also have objects whose gfx data maybe only uses 3 planes or 2 planes. And the rest are filled/zeroed with mask plane. This also allows same object with multiple colors/palette depending on which planes you "fill", and which planes you "zero". Theoretically you can also get rid of mask plane completely (you could do it just for some of the sprites, not all). Just NAND with the gfx data. Another possibility is to use a slower BOB restore method. Instead of having 3 screen buffers, only have 2 screen buffers and for restoring re-blit the tiles trashed by the BOBs. Another possibilty would be compressed sprites. Or compressed sprite animations. Like if in memory sprite frame #2 contains only the differences to sprite frame #1, so to blit sprite frame #2 you first blit sprite frame #1 and apply frame #2 diffs. Or real time tiles. Instead of having left mirrored/right mirrored copies of otherwise identical tile, mirror it realtime if necessary before blitting. |
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My Amiga 1000 with lightning fast 68010 can't wait to receive my boxed copy:great
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Finally got the Balance patch sorted, thanks! Tried to update my disk with the new Flashtro crack for it and it doesn't work. ARRGHHHH. (NTSC user)
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Ross upped an NTSC fix yesterday to the zone.
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Has this shipped yet? I've just sent Ploy Play a reminder that I'm still waiting for confirmation of my order from them I placed 5 weeks ago!
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I did it quickly, I hope it works. |
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