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#21 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 336
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Awesome!
[ Show youtube player ] |
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#22 |
Registered User
Join Date: Apr 2010
Location: Belgium
Posts: 18
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Very nice!
Some assets seem higher color than I remember from the Amiga and Sega versions, are these from Super Turrican or perhaps the cancelled PC version? There is also this java game called Apocalypse 3000 that seems to use higher color assets from the PC version should you need them. (footage at 28:25) [ Show youtube player ] |
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#23 |
Registered User
Join Date: Sep 2019
Location: Sydney
Posts: 357
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Art is a mix of cancelled PC-DOS version and megadrive versions.
Last edited by Muzza; 25 July 2023 at 12:55. |
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#24 |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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Very cool!
I may be wrong but I think the MD version only uses 64 colors? If so seven bitplanes should be totally fine |
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#25 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,549
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It's looking very very cool
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#26 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,862
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My dreams come true
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#27 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,387
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You know that the T3 sources are available right?
I love when other platforms assets are reused to make a more colorful game! |
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#28 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 300
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That hook was keeping me away from this game, but this is not the point here.
Muzza is doing a great job as always. What about the colour scheme from the MD version? OK, we have a 32bit machine, but the MD was a sprite beast, so with less colours could be doable. |
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#29 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
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Quote:
An A1200 with fast ram should be able, I hope, to have a version at least on par with the MD one, the A500 one being not too far from it IMHO. |
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#30 |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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MD is limited to a 9-bit color range so an AGA version could in theory have an improved color scheme. You'd need to be A: A color maestro and B: Willing to go over *all* the graphics to change colors around though
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#31 |
Registered User
Join Date: Feb 2020
Location: Germany
Posts: 195
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That looks really great, amazing. I only say "Turrican Muzza"
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#32 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,606
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Going to screw things a bit but personally i would like a REAL Turrican III, mean: get rid of the hook mechanism and reinstate the rotating laser - that might include to change platforms layout a bit but fine for me
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#33 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,076
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#34 |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 350
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Not gonna lie, I agree with what people said here. 7 bitplanes should be more than enough to replicate the Mega Drive's graphics. Plus you get more colors from the hardware sprites, so...that wouldn't be a problem anyway. Only one thing, in the case of a CD32 port you should really add an options setting for the MD soundtrack
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#35 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
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#36 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,076
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#37 | |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 300
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Quote:
64 would be enough, and some copper tricks. |
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#38 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,438
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I think it's quite interesting to see this. Nice to see you working on it
![]() Like some others have suggested, did you consider using AGA Dual Playfield instead? |
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#39 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
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Converting Super Turrican for AGA would be refreshing.
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#40 |
Puttymoon inhabitant
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