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Old 07 May 2007, 12:10   #201
olandrobo
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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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Old 07 May 2007, 12:26   #202
derSammler
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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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Old 09 May 2007, 10:24   #203
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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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Old 09 May 2007, 11:19   #204
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Quote:
Originally Posted by olandrobo
I have now uploaded the mine machine background object. The Black hole I couldn't find yet.
Great, so we even have more than one. The one used in the Amiga preview is different, I've attached a screengrab (also of the black hole).

Quote:
Originally Posted by olandrobo
The whale one I'm not too happy about anymore and would like to remove.
Could you please upload it nevertheless? Just for the sake of completeness. Too bad you don't like it anymore, as I think it's rather nice. Makes me wonder if the whale-shaped enemies were meant to approach during that section (they are completely unused, along with some other enemies).

Last edited by derSammler; 30 August 2023 at 10:06.
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Old 09 May 2007, 11:38   #205
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Yeah, I knew you meant that one, but I don't like that angle. It's the same object you got now but at different angles - that looks much better. To be honest, I don't know why I used the one that's there now in the demo.

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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Old 09 May 2007, 11:51   #206
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Quote:
Originally Posted by olandrobo
Which enemies do you refer to as being unused?
See attachment.

Last edited by derSammler; 30 August 2023 at 10:06.
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Old 09 May 2007, 13:55   #207
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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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Old 13 May 2007, 16:09   #208
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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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Old 14 May 2007, 10:09   #209
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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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Old 14 May 2007, 10:50   #210
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Quote:
So I guess the blue background is one layer, the different background objects another and the starfield the third?
Almost.

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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Old 14 May 2007, 19:47   #211
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Great then! The screenshot will truly be a part of the game!
Excellent work, you all!!!
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Old 14 May 2007, 22:19   #212
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Quote:
The screenshot will truly be a part of the game!
Of course it will. The sooner olandrobo uploads the graphics for the level, the sooner I can begin setting it up.
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Old 15 May 2007, 10:09   #213
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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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Old 15 May 2007, 12:07   #214
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do you also intend to implement all the unanimated enemies you refered to, windows?
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Old 15 May 2007, 12:22   #215
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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:
Originally Posted by olandrobo
Oh, you need the graphics for that level allready. I'll have a look at it this weekend then.
It's not that I need it already, but the more graphics I've got, the more work I can do simultaneously.

Last edited by derSammler; 15 May 2007 at 12:28.
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Old 16 May 2007, 10:51   #216
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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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Old 16 May 2007, 11:14   #217
derSammler
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Quote:
The demo should be looked upon as a sketch and not a blueprint.
Obviously. The second part of level one feels a bit unpolished with a lot of gaps / too little action in some places. But I guess that's because some of the level's enemies weren't done and left out.

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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Old 16 May 2007, 13:42   #218
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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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Old 17 May 2007, 17:11   #219
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Got the section with the reddish fog working. The effect doesn't look exactly as in the Amiga preview (because I can't use the same technique), but it's close enough.

Last edited by derSammler; 30 August 2023 at 10:06.
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Old 17 May 2007, 23:55   #220
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Yeah, looks pretty good.
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