Thanks everyone for the encouraging comments.
A few people commented on fire buttons. Yes I will support multiple button joysticks (I just wish I had one for my own Amiga!).
Original Turrican pretty much requires you to use Auto-Fire for the main weapon. In my version, I had it so you can just hold fire whilst moving to auto-fire your normal weapon. This was to make it easier to test, and is why it takes longer to activate the beam/lightning weapon.
Quote:
Originally Posted by sokolovic
Could it be possible to use AGA dual playfield and add a parallaxed background ?
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AGA dual playfield is 16 colours x 2, so it wouldn't really work as the tiles have a lot more colours than that. I'll have more luck using HW Sprites for the parallax.
Quote:
Originally Posted by AMike
How much time have you invested so far?
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Enough to question what the hell I'm doing a few times.
It is part of a larger project. A lot of time has gone on PC tools that I intend to use for other games in the future, so its hard to say how long I spent on the Amiga code itself. The game also runs on Windows.
Quote:
Originally Posted by AMike
Would it be theoretically possible to change some other game assets? For example backgrounds, parallax scrolling or the CD Music from Chris? No pressure - only a question, only a "simple" port of the MSDos version would be great. Thanks.
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It would be pretty easy to swap assets, or create new maps. I'm not hard-coding anything and there are PC-side tools to generate the data. I'll post about these in the future when they are more mature.
Quote:
Originally Posted by pink^abyss
May i ask how you cull/activate the entities? I think the original T2 stored them in 256x256 bins, and then processed the 8 bins around the current camera pos..
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I'm using 256x256 bins (I have no idea how the original did it), and process the ones that overlap the camera (which is always either 2 or 4 bins). Currently I only spawn individual entities as they enter the screen area, but I think perhaps I should change this to spawn an entire bin, as sometimes enemies either group up or are divided more than in the original.