22 April 2020, 19:49 | #21 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,673
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I see on scorpion Engine thread you are working on the game, let me know when the music will need to be finished, i can also help with the GameBoy version if the deflemask routine is of the right size (alternative is gameboy tracker but that program is - erg - less user friendly i would say)
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25 April 2020, 22:21 | #22 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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Quick update. Not doing simpler Duck puzzle/adventure game on PC, going back to BlimpgeddonX PC version.
Duck game is now a short (30 screen) platformer for ZX/MSX first then NES/Amiga after. After I finish Duck game for Amiga I'll start on BlimpgeddonX Amiga (as it'll share a lot of code). |
26 April 2020, 09:47 | #23 |
Registered User
Join Date: Nov 2016
Location: France
Posts: 861
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cool a new game, good luck
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28 April 2020, 12:34 | #24 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
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Duck games looks cute! Very nice!
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28 April 2020, 12:44 | #25 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
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Wasn't sure if you'd consider using Scorpion Engine for the Duck game, but if you were - the engine technically already supports flip screen, both the snapping style and the style that NES Zelda uses with scrolling when you hit the edges, though neither are extensively tested. I've seen the issues you've posted on the github, I'll take a look at them sometime this week. |
28 April 2020, 18:58 | #26 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,257
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Ahh the Duck game looks cool
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28 April 2020, 19:35 | #27 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,630
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Looking forward to that game Looks fun!
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28 April 2020, 22:20 | #28 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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I noticed that and just figured out how to activate it, but I'll probably stick to scrolling for now. I only use flip screen in my other games due to limitations of AGD.
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16 May 2020, 14:00 | #29 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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Been working on PC version since start of May and thought I show how the duck works now, compared to the original game.
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22 January 2021, 13:14 | #30 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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Quick update. After taking a break from this for most of last year, development resumes (while also making Duckstroma).
Attempting to finish PC version around Q3/4 2021, Amiga version may release same time or follow shortly after. |
23 June 2022, 00:56 | #31 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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I could possibly get this released in Q3 2023, 6 years after original release.
We'll see. |
24 August 2022, 22:44 | #32 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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Nothing exciting to report on this project, as I'm working on Abbey(s) of the Dead currently.
Overhaul of gameplay from original plan, as I don't want it to be similar to Duckstroma. I had planned to do an enhanced version of the ZX level and a final level like Cybernoid. New plan is for the game to be at least 3 levels, which don't require backtracking. Development should restart on this start of 2023. |
24 August 2022, 23:28 | #33 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,471
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Rubber ducky secret in this one. Got it.
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27 November 2023, 23:19 | #34 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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Development starts on rebooted BlimpgeddonX this December, a test to see if I can make a game in 12 months.
Plan is now to have OCS/AGA/Mega Drive versions. |
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