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#21 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Latest disc image adf pang blitz. playable mini demo.but no collision ball and player.recommended cpu 68020 upper.
https://drive.google.com/file/d/1ev9...ew?usp=sharing |
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#22 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Interaction of Balls and Blocks. The ball changes direction when it hits the block and can also change the ball area.
[ Show youtube player ] |
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#23 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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Do you have enough processor time to have copperized background like the ocean version? I could help to prepare the copperlist palettes if needed
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#24 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Do you have enough processor time to have copperized background like the ocean version? ( if i can work on code optimasion , enough time for copper effect.)
![]() I could help to prepare the copper list palettes if needed (it would be grate.) ![]() I made improvements to the game's block and ball collisions. It works very well. It makes the ball and ice blocks collide. If we can adjust enemy birds and objects in the game. The next position will be to solve the color depth with copper. coming soon ..... new disk image of game. |
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#25 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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The my last video , The balls hit the blocks and the hook gun is shot, destroying the ice blocks.
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#26 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,863
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Nice progress!
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#27 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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#28 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Hello again
What's going on ? I hope everyone is fine. Happy New Year again. I have now fixed the game intro screen of the Pang game. It works very well. I am sharing the new video. I created the intro with anim5 file. It takes up approximately 200 KB. ![]() [ Show youtube player ] Last edited by seko; 05 January 2024 at 19:07. |
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#29 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,863
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Looks cool man!
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#30 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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Quote:
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#31 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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I btw started to do some musics; will NOT be exact conversion of the arcade ones (i think the SNES musics are a bit better) and will have my own set of instruments for low memory occupation, so hope those will sound good (for purists this will indeed be a big problem but they are not my main audience)
Last edited by saimon69; 12 January 2024 at 21:24. |
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#32 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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So am working slowly at the soundtrack and on to find a way to do decent copper PCHG palettes for the backgounds; in the meanwhile this is a teaser (Germany) of the soundtrack
[ Show youtube player ] |
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#33 |
Registered User
Join Date: Jan 2022
Location: Wales
Posts: 92
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Sounds great! Bonus points for clever use of short 'chip' style samples to keep memory overhead to a minimum, as you mentioned in your previous post! I did the same for the loading tune for my game.
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#34 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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I did found a soundfont with midi instruments that are of a nice reduced size and am going to try to use them to improve the sound variety too
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#35 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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In the background things are trying to go on, i am finishing the soundtrack and looking still for a way to have copperized backgrounds like the Amiga port - one extra difficulty is using DP so there are only eight colors to PCHG
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#36 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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I did query several times Seko, seems has not been well in health but hopefully he can come back
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