07 July 2020, 23:39 | #41 | |
Registered User
Join Date: Nov 2019
Location: Greece
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Quote:
Oktamed has sheet music support, but it's mostly unusable. Arkos Tracker seems like a great piece of software and I definitely need to check it out someday, since I am also an Amstrad fan. |
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08 July 2020, 00:01 | #42 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,552
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Let me punctualize that Deflemask generate music FOR the megadrive using a simulaiton of the YM chip, so you might need to render single insturments in wav, convert it in iff, down sample it and use it on Amiga - i did it on some occasions
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08 July 2020, 09:07 | #43 | ||
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 418
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Quote:
Quote:
Then again I'm old and I like to moan. |
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08 July 2020, 09:10 | #44 | |
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Quote:
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08 July 2020, 10:56 | #45 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 418
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Quote:
This is a cool list of Protracker Shortcuts which I just found: http://coppershade.org/helpers/DOCS/...r23.readme.txt |
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08 July 2020, 11:01 | #46 | |
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Quote:
God, this bliss was short-lived. |
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08 July 2020, 11:08 | #47 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 418
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I think it's just regular Protracker. I'm not sure though. I've only done a few patterns so far and I've not had the need to Undo anything yet.
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08 July 2020, 12:39 | #48 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,784
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So many new game projects..
Very nice... (and it seems, apart from shooters we get lots of brawlers now as well.. ;D ) |
08 July 2020, 12:46 | #49 | |
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Location: The Netherlands
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Quote:
Anyway, it's nice to see these games in development. This one looks very good. More so considering it's in AMOS, which is a challenge in its own right (it's lack of support for data structures really hurts my head when I work in it ). |
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08 July 2020, 20:13 | #50 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,552
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Well i use Milkytracker (on XP) since at least 2009 and it has most of what you ask for, albeit not in the usual key shortcut way (right button to access options) - Milky has also multithreading - mean more songs open at once - that for my workflow is a godsend
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08 July 2020, 20:17 | #51 |
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Location: Greece
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Might be getting a bit OT here, but what about ProTracker/Amiga compatibility? It sure looks sweet (and milky).
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08 July 2020, 20:25 | #52 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,552
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Quote:
Another little annoyance is that - at least in the version i use - milky does not have a tunetone so i keep protracker clone on with tune tone and i finetune samples in milky |
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08 July 2020, 20:42 | #53 | |
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Quote:
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10 July 2020, 10:15 | #54 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 418
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Thanks for the heads up on Milkytracker! I had a little play around with it this morning and it seems really nice. Quite intuitive, and I like how you can see the samples in a list instead of it just being a number.
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23 July 2020, 20:38 | #55 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 418
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Update - Intro, New moves, new features
Hi folks. Thought I'd do an update on the my Lockdown project game. I'm going under my old chiptune project's name "Prototron" which I resurrected, so going to probably make a channel for that.
[ Show youtube player ] The project now has an intro with title screen and credits screen, + new moves. New moves include: - Grab: Knee/back drop/tomoe nage - Charge attack (double tap + attack button) - Special/panic move New Features include: - Automation: Blaze now walks on screen by herself - Three enemies on screen - Enemies can now fight back - Better Scrolling - Screen Shake (from the back drop move) The special move is activated by pushing DOWN+JUMP as I can't figure out how to do two buttons at once (The classic ATTACK+JUMP). The HUD screen is mostly for show as I've no idea how to update it in the main loop without it slowing everything down, but the Timer does count down (albeit without clearing the screen). I have the level map extended to 1024 pixels, but I'm having trouble figuring out what to do to get the whole level map to show. Blitting 16x16 tiles either side of the view is beyond me. It's still running on the Windows for AMOS "Fastest Possible" stock settings as every time I switch to "Cycle Exact" the CPU speed drops to 2%, which I think its a bug as my code isn't that bad, but I think I'll go back to my regular WinUAE setup soon as I've no idea how it'll run on a real machine (quite glitchy I'd imagine). Time for a break though as after 2 months I'm a bit burned out, but it's "almost" there. Big thanks to Dan for the Font code. Cheers! *Cracks open a Peroni" Last edited by Brick Nash; 23 July 2020 at 21:04. |
23 July 2020, 20:53 | #56 |
Registered User
Join Date: Nov 2019
Location: Greece
Posts: 992
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Wow, that is some truly impressive progress!
Cheers! |
23 July 2020, 20:58 | #57 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,942
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Man, that's some serious progress. That makes you a liar, because this ain't the work of no terrible programmer
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23 July 2020, 21:02 | #58 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,789
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can I ask
how you do the hit detection? Have you tried compiling? this normally has a great speed increase. |
23 July 2020, 21:16 | #59 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 418
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Quote:
The enemy must be within 5-10 pixels up or down of the player's Y coordinate, and 30 pixels of the player's X coordinate (depending on which way they are facing). If so, do switch on whatever variables are needed for the animations. I've no idea how to compile the game, although it does come with a compiler, but I need a setup that'll allow me to run it on Cycle Exact with 68000 OCS settings, but I have trouble getting the extensions installed on my WinUAE setup as nothing seems to save. |
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23 July 2020, 21:17 | #60 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 418
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