04 February 2014, 08:35 | #241 |
Gets there in the end...
Join Date: Sep 2005
Location: Wales
Posts: 874
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That scrolling looks great. Keep it up!
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18 February 2014, 15:02 | #242 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,862
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Seen it, play it There's lot of stuff to do, but I hope You will made it Amiga desrve good Final Fight game.
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28 July 2014, 14:58 | #243 |
Registered User
Join Date: Jul 2014
Location: Shropshire / UK
Posts: 58
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is this game still in development? hope so
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28 July 2014, 16:23 | #244 |
Registered User
Join Date: Oct 2011
Location: UK
Age: 47
Posts: 304
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Yes mate! And thank you for asking!
There will be another 'in house' demo going soon. The main engine is much improved and dare I say about 90% complete. I'm just about at the point where I can start throwing stuff in there. Object code placement is much improved as well as the memory handling for the characters. There is enough room for 6-7 different types of goon at once. AI handling has been improve at a basic level (it behaves much more like the arcade IMO). However it totally lacks any differentiation among the different types (no unique AI as yet) and collision detection with the player is currently off. No doubt it will be some time before it's all running fast & smoothly again. Copper colours for stages 1.3 and 2.1 are in. Right now I'm working on stage 2.1, then through again to Sodom and and stage 3.1 and I'm out of gfx! Hopefully by then someone will come to my rescue again. Right now it's all about getting some stages in there and their unique features while keeping the BB code small and re-usable as possible. |
28 July 2014, 16:31 | #245 |
Italian Amiga Zealot
Join Date: Jan 2009
Location: Italy
Age: 36
Posts: 1,915
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Lovely news! I remember trying the demo back in September/October and I was really impressed by it.
Can't wait to try the new demo |
29 July 2014, 02:44 | #246 |
No right to judge him.
Join Date: Sep 2006
Location: United Kingdom
Posts: 52
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I'm truly impressed! Sure there would be quite some work ahead, and I so much wish I was skilled in 68k coding to help out.
But what I really really appreciate here is the desire to be faithful in terms of game mechanics, moves, a credible enemy AI. Had the old A500 port had these back then, I would have well gone over its palette choice and whatnot. |
31 July 2014, 20:18 | #247 |
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Join Date: Jul 2014
Location: Shropshire / UK
Posts: 58
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Awesome! This is great news! I was worried it may have got stuck in limbo... it was a shame that the port of final fight back in the day was poor. Especially compared to the awesome MegaCD one. The CD32 could of done with your AGA version back in the day!
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31 July 2014, 21:30 | #248 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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25 September 2014, 00:31 | #249 |
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Join Date: Jul 2014
Location: Shropshire / UK
Posts: 58
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I will finish it off soon
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25 September 2014, 13:31 | #250 |
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Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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25 September 2014, 14:27 | #251 |
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Join Date: Nov 2013
Location: Spain
Age: 45
Posts: 314
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It has been said in other post, that it will have a nice soundtrack also...
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25 September 2014, 14:55 | #252 |
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Join Date: Sep 2014
Location: Portugal
Age: 45
Posts: 86
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Cant wait to put my hands on this remake
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25 September 2014, 15:12 | #253 |
CaptainM68K-SPS France
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25 September 2014, 15:34 | #254 |
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Join Date: Jul 2014
Location: Shropshire / UK
Posts: 58
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25 September 2014, 16:31 | #255 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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25 September 2014, 23:49 | #256 | |
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Join Date: Oct 2011
Location: UK
Age: 47
Posts: 304
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That is awesome! Well, talk about pressure
Quote:
The memory used is about 1.7mb chip + around 250kb of fast (purely for the music). I don't foresee there being any need for more fast memory. I reckon it will need to be booted from CLI for everybody in the end even though I can start it from my Workbench at the moment. So any AGA Amiga with fast expansion should be fine. I'm not sure about CD32, is the data for the game read from the CD? (Edit: ok that's painfully obvious) For CD32 it obviously deserves cdda music. I have no experience with this which does not mean it can't happen but I would certainly need help - when (and we must still say if) that point ever comes. I'm grilling my head over the game's AI every chance I get which is not so often right now. When I'm satisfied there's actually a lot of new material to put in. Anyway, thanks for all the support as it certainly helps! Last edited by leathered; 30 September 2014 at 16:37. |
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26 September 2014, 02:20 | #257 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 1,003
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Im definately gonna give this a crack on my a1200 when it is done.
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26 September 2014, 11:40 | #258 |
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Join Date: Apr 2010
Location: London / UK
Posts: 423
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Keep up the good work, we appreciate it!
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27 September 2014, 04:40 | #259 |
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Location: Melbourne, Australia
Age: 41
Posts: 3,773
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27 September 2014, 13:31 | #260 |
CaptainM68K-SPS France
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well, the main problem is not that the CPS-1 is better, the main problem was that R. Aplin got no help from any talented graphist. A coin-op conv weak point are the graphics. Those must be reworked to be the best as possible.
The FF game code was quite brill on amiga, with neat ideas in it. |
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