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Old 22 December 2023, 18:11   #21
Torti-the-Smurf
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This is so exciting !!! always wondered what happend to Hyperborea ...

Thank you so much; i will be there, day one !!!
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Old 22 December 2023, 18:37   #22
DisasterIncarna
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anything battle squadron'ish gets a massive thumbs up, looks great so far.
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Old 22 December 2023, 20:37   #23
Konrad
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Very impressive work !
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Old 22 December 2023, 21:09   #24
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That's an amazing work you've got here!
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Old 22 December 2023, 21:31   #25
dlfrsilver
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How many colors are used in Hyperborea ?
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Old 22 December 2023, 22:10   #26
mahen
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Blown away ! Congrats !!
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Old 22 December 2023, 22:24   #27
malko
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Quote:
Originally Posted by Daytona675x View Post
[...] [ Show youtube player ]
Like if you like

Cheers and happy xmas in advance,
Daytona675x [...]
Looks beautiful, damn hard but lots of fun
Keep up the good work!

Merry Christmas to you also
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Old 23 December 2023, 00:46   #28
demoniac
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Very nice! Lots of exciting things in the Amiga scene today.
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Old 23 December 2023, 01:37   #29
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wow holy shit YES! a real danmaku!!
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Old 23 December 2023, 05:55   #30
TCD
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A spiritual Hybris/Battle Squadron sequel? Nice!
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Old 23 December 2023, 13:18   #31
kamelito
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Impressive works, a bit OT I supposed that Hybris One was canned right?
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Old 23 December 2023, 19:05   #32
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great news for Xmas Holidays! keep going!
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Old 23 December 2023, 19:23   #33
Daytona675x
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@all
Thanks, guys

@kamelito
At least I don't know of any state change since 2015 or so. But only Martin or maybe Torben can definitely answer this question.

@dlfrsilver
Quote:
How many colors are used in Hyperborea ?
There are many answers to that question. It depends on the level design.
This demo level here has a peak of 73 colors on screen at the same time, if I counted correctly.
The engine's technical limit of different colors on screen at the same time is around 150 colors (that's without further "tricks", just what the engine provides automagically).
However, a level can have more colors. The current limit is around 500. It's actually an artificial limit that could easily be lifted, but I think that's more than enough
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Old 23 December 2023, 19:25   #34
Lazycow
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@all
only a tiny dot in your ship's center is vulnerable. It's just a matter of detecting a pixel change at that point after drawing certain types of objects, that's it

Ha, that's the most ridiculous collision detection I have read of so far. Excellent!


Another thing: If the screen is 304 pixels wide (instead of 320 pixels or 288 pixels), isn't the screen uncentered then?
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Old 23 December 2023, 19:36   #35
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@Lazycow
Quote:
Ha, that's the most ridiculous collision detection I have read of so far. Excellent!
Every other approach would be pretty ridiculous :-)

Quote:
If the screen is 304 pixels wide (instead of 320 pixels or 288 pixels), isn't the screen uncentered then?
It's 16 pixels cut off from the left, so yes, it's slightly uncentered, by 8 pixels to the right compared to 320.
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Old 23 December 2023, 19:44   #36
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Isn't the very small collision area typical of danmaku ? Seeing the vidéo I assumed that the ship vulnerability was only the little blue square in its centre.
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Old 23 December 2023, 19:44   #37
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Technically amazing! Keep up the good work!
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Old 23 December 2023, 19:59   #38
Daytona675x
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@Zener
Thanks

@sokolovic
Quote:
Isn't the very small collision area typical of danmaku ? Seeing the vidéo I assumed that the ship vulnerability was only the little blue square in its centre.
Your asumption is correct, that square is the vulnerable area, but not the blue but the red, see below
And yes, as I said before: every decent Danmaku has such a tiny, sometimes even just 1 pixel, hit area.
Otherwise it would be impossible to get through those dense bullet curtains, which is the whole point of a Danmaku.

Here, for example from DoDonPachi Resurrection. The tiny hit area in the middle of the ship is even highlighted.
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Last edited by Daytona675x; 23 December 2023 at 20:18.
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Old 23 December 2023, 22:46   #39
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Looks awesome. Seems like an upgraded Battle Squadron for AGA.
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Old 23 December 2023, 23:15   #40
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Just wow. The bullet controller looks totally amazing to me.

Do you intend to release this game to the public? In that case, I imagine one challenge will be to make it work with various input devices, as there's no basic control unit on which to rely when creating bullet patterns and balancing mechanics and difficulty as on consoles.

When we playtested Reshoot Proxima 3, we had to lower the bullet count and redesign many tight spots as they did not work with many players. Their input devices lacked precision. Not creating a basic Amiga controller scheme was one of Commodore's worst mistakes.
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