26 June 2020, 01:44 | #221 | |
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Quote:
So each character when drawn to the screen will be from say 6 up to 14 different images individually blit, so with 2 playable characters and 4 enemies it's not uncommon to have to do 60 or more blits to render a frame. |
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26 June 2020, 10:15 | #222 | ||
Inviyya Dude!
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That's true..
Quote:
But I'd say the amount of leeway you have with 15+1 colours is very very different from 7+1. If you'd were to use 4 static colours for BOBs, and have 3 dynamic ones, I reckon that the game would still look very bleak and tile'y, since you'd have defined y-zones of color interacting with those 4 static colours you already use for your BOBs. I don't say it's impossible, and it can probably done in a nice way for one level. But keeping this colour scheme interesting for a whole game with 6 to 8 levels with different themes seems very very difficult to me. I tried for a year, and I failed. Quote:
But, like I wrote, Amiga games are supposed to look a certain way. I think most people would be a lot happier to see something competing with an SNES (or even NEOGEO) game than a gameboy or NES styled game with lots of juice effects. I'd be happy enough to see that broken up a bit, though. So all power to anybody attempting this. Yeah, but will that work for a "bigger" release? |
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26 June 2020, 10:23 | #223 |
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@alpine9000
quick question, what if the player is pushing forward and fire while not in range for a grab? Will it perform a regular attack then? I suppose it should |
26 June 2020, 10:25 | #224 |
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26 June 2020, 14:26 | #225 |
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@Alpine9000
Did you ever think to add (optionally) a support also for the keyboard ? This kind of game could be even playable by just using the keyboard, and in that way we will not have any limitation with the buttons for punch/kicks/jump |
26 June 2020, 21:51 | #226 | |
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The main goal however is for it to be awesome with two buttons. |
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27 June 2020, 12:23 | #227 |
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@alpine9000
thx for the reply, obviously I'd have to play it to get a feel of how it actually works. I just imagine it could be a little counter-intuitive to walk around and having to stop moving the stick to throw punches. In any case, really thrilled with Metro Siege, I hope we'll get some later level screenshots at some point. |
27 June 2020, 12:36 | #228 | |
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To do a grab the stick needs to go from idle to forward while the attack button is down. |
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28 June 2020, 19:49 | #229 |
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@alpine9000
That's fine then, thx for the clarification! |
29 June 2020, 22:01 | #230 |
Pixelglass/Reimagine
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Hey guys, time for an update
Ever since Amiga Bill's latest 'Matro Siege' playthrough stream, we got loads of comments and questions regarding the game's music. So I've decided to upload a small video to showcase some of the work that has been done already. The following track will be recognised by those who've seen the teaser trailer or watched Bill's plays. However here it is signifficantly expanded (and a lot more complete). It consists of 2 parts, the second of which we haven't showed to anyone yet. Both parts play just before lv1's boss-fight, with part 2 (which is now the bulk of the track) looping until you reach him. [ Show youtube player ] And for those who'd like to skip directly to the second part to hear the brand new 'juicy' stuff go to 1:49 A few tech details, thoughts and trivia about this track and the game's music in general:
Last edited by Tsak; 29 July 2020 at 16:59. |
29 June 2020, 23:37 | #231 |
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The bass is fantastic!! Very, very good song. Keep on the great work!!
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30 June 2020, 09:03 | #232 |
Puttymoon inhabitant
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You are really universal artist. Not sure if better graphic or musician.
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30 June 2020, 09:33 | #233 |
Dream Merchant
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Killer track! Kudos!
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30 June 2020, 09:43 | #234 |
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Yeah that is really nice. In the 90s many of us would set ripped game music playing in a modplayer while working on other stuff just for general listening enjoyment - and these tracks would definitely have made it to the playlist!
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30 June 2020, 10:17 | #235 |
Inviyya Dude!
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Great stuff, Tsak.
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30 June 2020, 10:32 | #236 |
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I am guessing I have listened to that tune even more times than Tsak, and I’m still not sick of it
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30 June 2020, 10:34 | #237 |
Moderator
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Awesome soundtrack!
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30 June 2020, 17:22 | #238 |
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@Tsak
Really high quality music. Also, it fits the game perfectly. Congratulations! And thanks for the prog-rock vibes. |
30 June 2020, 18:19 | #239 | ||
Pixelglass/Reimagine
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Thanx everyone!
Quote:
Quote:
I've noticed that Skillgrid also shares similar sensitivities |
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01 July 2020, 00:15 | #240 |
Zone Friend
Join Date: Mar 2004
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Age: 40
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Hi great audio.
Any chance of a screen grab of one of the character sprites to see how you have them set up?? Thanks |
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