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Old 24 December 2021, 17:27   #361
empardopo
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Quote:
Originally Posted by mcgeezer View Post
I'm unable to replicate this.

What version of WinUAE? Please post your config screen shots.
I get the same using fsuae.

Enviado desde mi MI MAX 2 mediante Tapatalk
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Old 28 December 2021, 18:28   #362
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I made up a cover image based on the Atari 7800 boxart if anyone is interested.
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Old 30 December 2021, 14:11   #363
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I made up a cover image based on the Atari 7800 boxart if anyone is interested.
Nice one!
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Old 01 January 2022, 17:51   #364
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Happy New Year everyone. I've done a little video with some commentary to show progress on the game engine's ability to interact with the background tiles.

[ Show youtube player ]

This means I'll be able to put lots of bonus easter eggs into the game, the player will simply have to learn where they are which will add a nice new element. Hope you like it.

Geezer
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Old 02 January 2022, 08:20   #365
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Looks nice !
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Old 02 January 2022, 20:24   #366
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Originally Posted by mcgeezer View Post
Happy New Year everyone. I've done a little video with some commentary to show progress on the game engine's ability to interact with the background tiles.

[ Show youtube player ]

This means I'll be able to put lots of bonus easter eggs into the game, the player will simply have to learn where they are which will add a nice new element. Hope you like it.

Geezer
This is really interesting and very clear!

How do you synchronize the hit with the tile? For instance, when he jumps, it takes a number of frames of animation (loops) to get him in the correct spot and the tile seems to be hit when he is at the extent of his kick? Is this just about the correct animation frame?

I wish I was as organised with my workload...
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Old 04 January 2022, 11:21   #367
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This is really interesting and very clear!

How do you synchronize the hit with the tile? For instance, when he jumps, it takes a number of frames of animation (loops) to get him in the correct spot and the tile seems to be hit when he is at the extent of his kick? Is this just about the correct animation frame?

I wish I was as organised with my workload...
Thanks, yes it's based on the first frame of a particular animation hitting the tile within a range relative to the player position.
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Old 05 January 2022, 10:15   #368
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Wow... getting to ARCADE QUALITY here!
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Old 05 January 2022, 23:08   #369
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Nice little update here showing the Biker enemy I've put into stage 3. Was a little bit tricky to code this one. Still work to do on the sprite clipping but overall I like it.

[ Show youtube player ]
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Old 05 January 2022, 23:36   #370
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Thanks, yes it's based on the first frame of a particular animation hitting the tile within a range relative to the player position.
Simple - I am doing something similar in TR but using the final frame. At least you don't have to worry about z axis!
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Old 05 January 2022, 23:39   #371
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Originally Posted by mcgeezer View Post
Nice little update here showing the Biker enemy I've put into stage 3. Was a little bit tricky to code this one. Still work to do on the sprite clipping but overall I like it.

[ Show youtube player ]
You've nicked the bike rider from TR!

I like the bouncy suspension.

Looks really great.
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Old 06 January 2022, 09:00   #372
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very good. It's starting to look more like a Vigilante remake (which isn't a problem as long as the game is good)
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Old 06 January 2022, 11:51   #373
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It looks very good. Great work.
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Old 06 January 2022, 14:09   #374
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very good. It's starting to look more like a Vigilante remake (which isn't a problem as long as the game is good)
You are so right. Style of graphics definitely give this a Vigilante feel.
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Old 30 January 2022, 20:12   #375
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O_o

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Old 30 January 2022, 20:46   #376
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guy says that allegedly female designer was the same between KFM 2 prototype and Vigilante, Vigilante being "occidentalized" to boost sales in Europe/US.
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Old 30 January 2022, 23:25   #377
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very good. It's starting to look more like a Vigilante remake (which isn't a problem as long as the game is good)
Graphically the Amiga Vigilante port was not THAT bad, it even had parallax, but playability was botched and no amiga-ification, another straight from ST port beside the music (same samples from the Running man soundtrack, maybe same musician)
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Old 04 April 2022, 21:17   #378
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For those following the thread I've posted an updated promo video on my Youtube channel.

[ Show youtube player ]


Also, announcements will now land in this thread:

https://eab.abime.net/showthread.php?p=1539294

Ta, Geezer
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Old 04 April 2022, 23:33   #379
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Originally Posted by saimon69 View Post
Graphically the Amiga Vigilante port was not THAT bad, it even had parallax, but playability was botched and no amiga-ification, another straight from ST port beside the music (same samples from the Running man soundtrack, maybe same musician)
The game was developped on Amiga for the Amiga. The ST version is a port from the Amiga version.

The problem comes from the engine they used at Emerald Software, almost fully C coded. That's why it's so crap and slow.
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Old 04 April 2022, 23:37   #380
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Originally Posted by dlfrsilver View Post
The game was developped on Amiga for the Amiga. The ST version is a port from the Amiga version.

The problem comes from the engine they used at Emerald Software, almost fully C coded. That's why it's so crap and slow.
Problem was NOT that was made in C, rather that was BADLY made with C - see the projecs of Metro Siege team, even the ones before: those performs much better
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