English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 18 November 2006, 17:30   #21
mrodfr
Registered User
 
mrodfr's Avatar
 
Join Date: Jan 2005
Location: 62-France
Age: 56
Posts: 413
hello,

OK. is blitz basic 2.1 unstable with 060, maybe the best is with amiblitz :-) yes, I know, I talk too much about amiblitz but I betatest and reports hits about actual version of amiblitz.

at least, download last version available on aminet. the version from the screenshot is beta actually but available on the beta site of the actual amiblitz programmer.

It's not possible to add a link (as the anhiliation archive) for the current gfx archive ???
mrodfr is offline  
Old 18 November 2006, 17:39   #22
Graham Humphrey
Moderator
 
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
I was going to download it but Aminet is down! (Or at least I can't access it.) Typical eh?

What do you mean by current gfx archive? If you mean Marco's Work In Progress archive, I don't think that's up at the moment (might be an idea to put it online again actually Marco) .
Graham Humphrey is offline  
Old 18 November 2006, 18:28   #23
mrodfr
Registered User
 
mrodfr's Avatar
 
Join Date: Jan 2005
Location: 62-France
Age: 56
Posts: 413
hello,

the real source for amiblitz last release is:

http://www.amiforce.de/amiblitz/ab_downloads.php

there is also a new english amiblitz forum on the amiforce/forum part. there is also a yahoogroups amiblitz ML. ASK if you want to know the amiblitz beta site.

yes, the archive with the gfx for the game. would like to take a look.
mrodfr is offline  
Old 19 November 2006, 12:15   #24
Graham Humphrey
Moderator
 
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
Thanks for the link. Graphics stuff in the zone.
Graham Humphrey is offline  
Old 20 November 2006, 19:11   #25
mrodfr
Registered User
 
mrodfr's Avatar
 
Join Date: Jan 2005
Location: 62-France
Age: 56
Posts: 413
hello,

just take a look of the gfx. don't know how found colors must be used on the game (ship, enemy, background,...)???.
mrodfr is offline  
Old 20 November 2006, 19:56   #26
Marcuz
Registered User
 
Marcuz's Avatar
 
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
ship: 4 colours (one of them transparent)
sprites 16 ( // )
bacgrounds 16

3 different palettes.
ship aside (right?), the palettes can change between the levels.
the palettes already done are in the iff images provided. a precisation: you cannot modify the backgrounds; you can of course throw them away and do yours, the same with the sprites already done by me, if used i only ask the graphic already done not to be modified. throw it away if you want so, or use it without mods thank you!
Marcuz is offline  
Old 06 December 2006, 03:46   #27
Rebel-CD32
Amiga will never die!
 
Rebel-CD32's Avatar
 
Join Date: Nov 2004
Location: Tasmania, Australia
Age: 43
Posts: 532
Send a message via MSN to Rebel-CD32
Are we still following the guidelines from Marco's concept and design document and drawings? If we are, I've started and will try my best to set aside more time to work on it from today forward.

First level, space. Broken ships, wreckage, crustacean-like space animals?
Rebel-CD32 is offline  
Old 09 December 2006, 11:44   #28
Graham Humphrey
Moderator
 
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
This isn't going to sound terribly helpful, but whatever's easier for you really. You don't have to follow it to the letter. If you have some ideas of your own feel free to use them. But if you want to stick to Marco's ideas then that's good too.

Basically, you're free to do it in any way you wish.
Graham Humphrey is offline  
Old 09 December 2006, 17:00   #29
Marcuz
Registered User
 
Marcuz's Avatar
 
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
yes, on my account, if that was a concern, suit yourself.
Marcuz is offline  
Old 11 January 2007, 00:00   #30
Mick_AKA
crusader of light
 
Mick_AKA's Avatar
 
Join Date: Jul 2002
Location: Stone, Staffordshire.
Posts: 1,151
As an artist I would really love to help but sadly I have zero experience with this type of graphical work
Mick_AKA is offline  
Old 11 January 2007, 02:05   #31
Marcuz
Registered User
 
Marcuz's Avatar
 
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
if your need is for a way to adapt modern hardware and software to amigga needs, i can help, as i worked pretty much a workflow. sadly there lacks a tutorial about to create consistent tiles or consistent design or do a part of actual pixelwork. these 3 things are kinda out of my abilities too.
Marcuz is offline  
Old 28 March 2007, 17:01   #32
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
Graham what method are you using for the backgrounds etc.. scrolling a huuge bitmap or tiles?
BippyM is offline  
Old 28 March 2007, 17:26   #33
Graham Humphrey
Moderator
 
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
I use tiles for the map graphics (16x16 pixels) which is what I'm after, I've got the actual backgrounds which are just a standard low-res screen that constantly scrolls. (The map gfx and the backgrounds are on separate playfields)
Graham Humphrey is offline  
Old 28 March 2007, 17:28   #34
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
did you read the menace asm tutorial in amiga format?

There are a few good idea's and suggestions there (I can't draw for shit btw :P)
BippyM is offline  
Old 28 March 2007, 17:41   #35
Graham Humphrey
Moderator
 
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
Thanks. I've actually got a few parts of that here somewhere, as far as actually scrolling the maps go though that's pretty much sorted out, it's just getting the ever-elusive graphics that's the problem. Anyway I know absolutely no assembly language in the slightest so I can't really make head nor tail of the code (although the general concepts are the same I guess).

I know you can use asm in Blitz, it could well help with the speed of the game, but I don't think it's feasible for me currently.
Graham Humphrey is offline  
Old 28 March 2007, 17:43   #36
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
asm isn't easiest thing to learn, but there are good tutorials and alot of good resources available (just pm me).

I plan to do a game in asm one day (gotta learn about amiga hardware properly first) and i'd like to see a quick shooter
BippyM is offline  
Old 28 March 2007, 18:04   #37
Graham Humphrey
Moderator
 
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
Cheers, PM sent!
Graham Humphrey is offline  
Old 31 May 2007, 10:52   #38
starlord
Zone Friend
 
Join Date: Oct 2006
Location: france
Posts: 209
is the annihilation project still running?
starlord is offline  
Old 31 May 2007, 10:58   #39
Graham Humphrey
Moderator
 
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
See my PM
Graham Humphrey is offline  
Old 23 June 2007, 22:06   #40
Rebel-CD32
Amiga will never die!
 
Rebel-CD32's Avatar
 
Join Date: Nov 2004
Location: Tasmania, Australia
Age: 43
Posts: 532
Send a message via MSN to Rebel-CD32
Hey Graham. My PC is completely dead now, but I've got a laptop here to use now, so I wouldn't mind giving this another shot, if you're still interested.

I think I hesitated to start sooner because I'm not quite clear on exactly the sort of enemies to draw. How many, what size, what style you want to go for. I mean I have a bunch of ideas, but I need more direction, or a template to work from.

The last version of the game I installed on my PC and tried through UAE didnt work, although earlier versions did. I've also got my A1200 set up again now, but still have no way to transfer anything between the laptop and the Amiga. I'm working on getting a CF-IDE adapter though, which should help a bit.

Do you want this game to be a massive arcade quality game or a shareware quality game? Because I'm not sure how well I can draw horizontal spaceship sprites, but I do want to try.
Rebel-CD32 is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Wanted: Graphics/Sound Artists Djay request.Other 0 26 November 2012 19:41
Annihilation - sound effects required Graham Humphrey project.Amiga Game Factory 17 22 August 2007 18:12
Any artists out there want a challange ?? synchro Retrogaming General Discussion 3 07 May 2007 13:27
Annihilation - playtesters needed Graham Humphrey project.Amiga Game Factory 22 11 November 2006 17:26

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 23:08.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10367 seconds with 14 queries