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#201 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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Back in Sweden now...
A new upload of the missing enemie for level one to the zone. filename: ufo2.bmp |
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#202 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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Thanks, I'm keeping two copies of all files now. Promised!
![]() Next graphics I need are the first three background objects for the second part of level 1. The first one is a big green ship that has the shape of a whale, the second one is some machine with a spiked mace in front (during the section with the reddish fog), and the third one which looks like a black hole to me (also during the reddish fog section). |
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#203 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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I have now uploaded the mine machine background object. The Black hole I couldn't find yet. The whale one I'm not too happy about anymore and would like to remove.
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#204 | ||
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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Quote:
![]() Quote:
Last edited by derSammler; 30 August 2023 at 10:06. |
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#205 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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Yeah, I knew you meant that one, but I don't like that angle.
![]() Maybe if I make the 'whale' a bit smaller it will work better... Which enemies do you refer to as being unused? |
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#206 | |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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Quote:
Last edited by derSammler; 30 August 2023 at 10:06. |
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#207 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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Yes, that's because they were never animated... Some of them might be used at a later level though.
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#208 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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I'm currently finalizing the code for the background layer handling. Could you perhaps briefly explain how the background layers and foreground layers (if any) are set up in the different levels? Level one has 3 background layers and no foreground layers, what about the other levels?
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#209 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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So I guess the blue background is one layer, the different background objects another and the starfield the third?
I don't think we have any foreground layers from what I can recall and I think that the other levels have the same setup as the first. We thought of having a parallax scroll on the rocky level but it would be to costly cpu wise to get that smooth enough with all the rest that has to move around as well. |
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#210 | |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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Quote:
Blue background = layer 0 Overlays like Binocity, domecity etc. = layer 1 Stardust #1 (slow) = layer 2 Stardust #2 (fast) = layer 3 These are four layers, but layer 0 and layer 1 are tied to each other (priority, speed) and make up one layer. The rocky level is the 2nd from which we have that very small screenshot, isn't it? That was one of the reasons I asked for foreground layers, as that level seems to have one according to the screenshot. Parallax scrolling wouldn't be a problem, so it should be possible to make the rocky level as it was intended. ![]() |
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#211 |
Zone Friend
Join Date: Oct 2006
Location: france
Posts: 209
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Great then! The screenshot will truly be a part of the game!
Excellent work, you all!!! |
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#212 | |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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Quote:
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#213 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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Oh, you need the graphics for that level allready. I'll have a look at it this weekend then.
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#214 |
Zone Friend
Join Date: Oct 2006
Location: france
Posts: 209
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do you also intend to implement all the unanimated enemies you refered to, windows?
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#215 | |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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That's olandrobo's decision. Though I'd really like to implement every piece of graphics that has been done for the game.
Quote:
![]() Last edited by derSammler; 15 May 2007 at 12:28. |
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#216 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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Not every graphic will go into the game. Some is poor and some is unfinished. The demo should be looked upon as a sketch and not a blueprint. We'd most likely would have changed some parts of it if we'd finished it.
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#217 | |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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Quote:
Are there also enemies in the demo that you don't want to have in the final game? Not that I spend hours and hours implementing them for nothing. ![]() |
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#218 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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Maybe the 'semla' object which the first big boss deploys, they look kinda foolish. Otherwise it's working out as intended. But as you say the level needs to be trimmed to get an even flow of the action.
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#219 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,667
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Got the section with the reddish fog working.
![]() Last edited by derSammler; 30 August 2023 at 10:06. |
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#220 |
artist
Join Date: Dec 2006
Location: Stockholm/sweden
Posts: 130
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Yeah, looks pretty good.
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