24 January 2007, 20:33 | #1 |
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Turrican 2 - The next Chapter
Bronko from GAC and me started a new "version" of Turrican 2...we still need pixel artists...and others that like to contribute to this fantastic game...
http://bronko.turricanforever.de/indexe.htm post your ideas about it in this thread... BTW: it seems that AmiGer is not active any more... |
24 January 2007, 21:32 | #2 |
2 contact me: email only!
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It sounds like an interesting idea, however...
Won't there be a problem with the massive enemy guardians, such as the big baddie with the gun that jumps from side to side as rocks fall down, just after the wind section on the first level? The programmers used all sorts of tricks to achieve this, fading the screen down to black, faking some background rocks with sprites while switching in the enemy as the background etc. How can you get around this stuff which is heavily coded into the game? Or will any levels you design have to have this exact same enemy inside it at that same position on the map? Or are you going to disable the guardians? If the guardians will stay, but behave identically to the current ones (even with different graphics) I think the game will not be different enough to avoid a big deja-vu feeling with the levels. |
24 January 2007, 22:05 | #3 | |
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24 January 2007, 22:13 | #4 |
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good good, more turrican!
ps. pitty about amiger, he was an encyclopedia in amiga stuff... |
25 January 2007, 19:59 | #5 | |
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Quote:
that´s a problem that i don´t investigated yet...you like to help... |
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15 February 2007, 13:58 | #6 | |
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15 February 2007, 20:23 | #7 |
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oh WOW! he is alive!
-> Amiger |
15 February 2007, 22:06 | #8 |
Longplayer
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If a remake is ever done, id like to see the edition of the boss ships fly past at hyperspeed just before you enter hyperspeed in level 3-3 i think it is. a nice efefct in the C64 version, but annoyingly missed in the amiga and other ports ive played.
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