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#1 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 43
Posts: 1,924
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Lightning Strikes
![]() ![]() Target system: A600, OS 2.05 CPU: 68000 RAM: 2MB minimum (should work with fast RAM too) Game Controls Joystick: Move = Left/right; Climb = Up/Down; Fire = Run Keyboard: Move = Left/right cursor keys; Climb = Up/Down cursor keys; Control = Run Menu Controls Joystick & Keyboard: Select = Fire/Control button; Change menu option = Left/right; Select option = Up/Down; Return to menu=Escape; Exit game (on main menu)=Escape Development page on my website: http://www.aliensrcooluk.com/mysite/...igagames2.html Download ADF here Download LHA here After working on this for some time I have decided to release it as is in order to find out if it is worthwhile continuing on this project: another year (maybe more) to create more graphics and my original target of 100 screens (15 currently available). Honest opinions appreciated. Last edited by Lonewolf10; 24 October 2015 at 22:50. Reason: formatting changes |
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#2 |
Moderator
![]() Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,202
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Always good to have new Amiga games. I'll check it out, thanks for the early release.
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#3 |
Amiga Hardcore Gamer
![]() Join Date: Apr 2005
Location: Sweden
Age: 45
Posts: 1,207
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Weeee... Happy to see another new game for the Amiga in development!
Took a quick look... And I really like it how it look and plays so far ![]() The walking anim could look better. But the running animation looks really smooth and great. I think the problem is that you moving a bit too fast. As it is now so you are moving no faster just because you run. Good luck with your game. |
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#4 |
Registered User
![]() Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,643
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ADF saved
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#5 |
Puttymoon inhabitant
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Will try it over the weekend on my real Ami, I am really excited.
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#6 |
Registered User
![]() Join Date: May 2010
Location: London, UK
Posts: 262
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I will too - it looks good!
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#7 |
Puttymoon inhabitant
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Doesnt work for me. It immedietelly says Level Completed, without any interaction. I press a fire and Level 2 is completed. Then Level 3 Etc, etc up to 15
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#8 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 43
Posts: 1,924
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Oh dear... I overlooked something. It works on WinUAE (2.0.1), but I shall take a closer look.
It shouldn't activate the level completed bit until UD (main character) is in a specific location. Edit: Please see my PM. Also, was this run from workbench (and which OS), or from boot-up? (I suspect the former as you are using real hardware) Last edited by Lonewolf10; 24 October 2015 at 14:40. |
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#9 |
Puttymoon inhabitant
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Started from wb 3.1 on a1200 with mk IV blizzard. Unpacked your lha and doubleclicked the icon.
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#10 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 43
Posts: 1,924
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Urgh, just been doing some further testing on WinUAE. It doesn't like OS 3.1 at all (timer and interrupt issues among other problems), which isn't suprising since I have been developing it on OS 2
![]() Predseda, can you try on OS 2? You should (finger crossed) have better luck on it. PS. Edited requirements in my first post. |
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#11 |
Registered User
![]() Join Date: May 2010
Location: London, UK
Posts: 262
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Tried it on my Amiga 1200 and as you probably expect it exhibits the same behaviour. I blizkicked a 2.04 rom and 1.3 rom and both crash on the menu. I plan to get my A600 out later to test with.
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#12 |
Registered User
![]() Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,643
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I have test it on winuae 3.0.0 on quick A1200 config and game first time allow me for control character and after I press fire it show "level complete". I restart it and now it always show "level complete". If You are targeting to make game that looks like 8bit try to make first logo screen also 8bit and menu also could look simpler. You have nice idea for game and I like that kind of exploration oriented games. You have some potential.
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#13 |
Registered User
![]() Join Date: May 2010
Location: London, UK
Posts: 262
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Tried it on my A600 and it got as far as the menu screen before crashing again. perhaps it doesn't like the Vampire 600 in there!
This is the problem with developing for the Amiga - too many different configurations ! |
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#14 | |
Puttymoon inhabitant
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Quote:
Anyway - I will have to pull our my A600 finally, I think this game is a good reason to dust her off ![]() |
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#15 | |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 43
Posts: 1,924
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Quote:
Unfortunately, this is the first time I have played with interrupts and written my own interrupt routine. I will have to examine that part very closely. |
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#16 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,268
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I played all the levels through, I think it could be a decent game if you add more levels, and more contraptions and thingies to kill the player.
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#17 | |||
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 43
Posts: 1,924
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Quote:
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Not sure that would be easy to fix. The running animation uses alot more animation frames than the walking one, which is why he moves much slower and it looks alot better ![]() Quote:
hipoonios and Leffmann, I'm guessing you both played this in WinUAE? |
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#18 |
Registered User
![]() Join Date: May 2010
Location: London, UK
Posts: 262
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I tried it on my A600 without the Vampire... but I don't have enough RAM! Next try will be on my CDTV I think!
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#19 |
Natteravn
![]() Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,354
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It's a very nice game project. Congratulations!
![]() The character and the controls remind me a lot on Prince of Persia. I have tested with E-UAE (68000, 2MB Chip), A3000/060, A4000/060 and Minimig (Kick1.3, 1.5MB Chip). Issues I have noticed:
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#20 | ||||||
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 43
Posts: 1,924
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Quote:
Quote:
The start-up code is basically the same as used for my All-Square demo from 3 years ago. It was on my list of things to fix, but got forgotten ![]() There is code in there that is supposed to switch it off, but maybe I need to add in a VBL delay or something... Yes, it is something I noticed when using faster CPU's than a 68000. Unfortunately I didn't spot this until after I released the demo. I suspect it needs a VBL delay between each scroll - or I need to learn to code for CPU's with caches ![]() Quote:
Or it could be a interrupt related issue * as on a 68000 CPU each image takes about a second to decode, then a few more to actually draw it. Shouldn't be longer than 10 seconds (guess, I haven't actually timed how long it takes to inflate the 3 images - one for UD (all 120 animation frames, one for everything else (all 180 animation frames) and the one used for the title screen) Quote:
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* These issues seem to be related to my interrupt routines. I clear the INTREQ flags (twice in a row, to be safe!) at the end of my interrupt routines, but on faster CPU's the same interrupt (timer, I think) gets serviced repeatedly and appears that the machine has locked up. Last edited by Lonewolf10; 28 October 2015 at 20:53. Reason: forgot about title screen image |
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