25 May 2021, 12:01 | #281 |
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Devleaks-Alert! It's been a few weeks since my last posting, but I am not lazy and the game is progressing well. Invent|Kevin and I are busy finalizing the themes and color schemes for all stages.
The visual design and code for all stages is up and running. I posted a short video snippet of the most recent design, which is the ocean stage, on [ Show youtube player ]. You can also find further information about this design on my Patreon-website (free access). Looking forward to feedback and exchange of thoughts. |
25 May 2021, 14:08 | #282 |
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Looks great so far. Will there be power ups to increase ship speed & agility? in the video it looks like the ship is struggling to avoid incoming fire.
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25 May 2021, 15:23 | #283 |
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@wiz12: Yes, of course. System will be comparable with RESHOOT R, so agility will be upgradeable.
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25 May 2021, 20:31 | #284 |
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Once again, it looks fantastic!
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31 May 2021, 19:22 | #285 |
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Looking forward to the release of this game.
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31 May 2021, 21:27 | #286 |
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Thanks guys for your kind words, appreciated very much!
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01 June 2021, 07:43 | #287 |
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01 June 2021, 08:37 | #288 |
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01 June 2021, 08:46 | #289 |
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Looking great and I like the music!
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01 June 2021, 09:11 | #290 |
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I prefer Ikaruga to Radiant Silvergun, but I would not call it a sole source of inspiration. I played so many shoot 'em-ups in my lifetime, and I guess the best elements of each of them contributes to the look and feel of Proxima 3.
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06 July 2021, 22:43 | #291 |
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New blog and video: Optimizing Blitter performance
A bit of inside view into how RESHOOT PROXIMA 3 is created in my new videopost called "optimizing performance". It's about the way we are constantly alternating between Blitters copy and cookie cut-modes to up drawing performance by a whopping 20 percent.
It's about the first time I ever put voiceovers on top of my videos to explain what's going on. Hope you like it. Enjoy the blog-piece and the video on my Patreon website y'all. It's free, no Patreon-account needed. Or just watch the video. [ Show youtube player ] |
07 July 2021, 07:48 | #292 |
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that's just spectacular!
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07 July 2021, 08:36 | #293 |
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I'm sure this will be one of the most spectacular games for Amiga ever!
Keep on the great work. |
07 July 2021, 10:47 | #294 |
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Thanks for such video. Really interesting and instructive
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07 July 2021, 18:19 | #295 |
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This is looking better and better. Great work! Also shows how much more powerful AGA is than 16 bit consoles like the Megadrive.
I would also think about displaying the player-bullets on alternate frames - like many Megadrive games do - makes it look like you have twice the number of player bullets on screen. Check out Musha on Megadrive for an example [ Show youtube player ] |
08 July 2021, 00:31 | #296 |
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Wow, those last seconds of the video look pretty intense. Looking forward to this one!
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08 July 2021, 13:58 | #297 |
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Cool stuff, games with predictable enemy movement patterns are very useful for tricks like this
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08 July 2021, 14:43 | #298 |
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Lookin' sweet!
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08 July 2021, 22:56 | #299 | |
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Quote:
The code is implemented in such a way that "predictability" is not an issue. For each object, every frame, the drawing mode switches to either copy or cookie cut. In RP3, some attack patterns are implemented to change their behavior in relation to the player's action. Every great shoot'-em-up does that. |
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08 July 2021, 23:28 | #300 | ||
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Quote:
Quote:
At any rate, I'm impressed with how good this is looking and love these kind of tech bits - there's a lot of really clever stuff in Reshoot III Last edited by roondar; 08 July 2021 at 23:34. Reason: Spelling/grammar |
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