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#21 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,075
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This is so exciting !!!
![]() Thank you so much; i will be there, day one !!! ![]() |
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#22 |
Registered User
Join Date: Oct 2021
Location: England
Posts: 1,235
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anything battle squadron'ish gets a massive thumbs up, looks great so far.
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#23 |
Registered User
Join Date: Apr 2002
Location: Germany
Age: 43
Posts: 743
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Very impressive work !
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#24 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 408
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That's an amazing work you've got here!
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#25 |
CaptainM68K-SPS France
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How many colors are used in Hyperborea ?
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#26 |
Registered User
![]() Join Date: Apr 2008
Location: France
Age: 41
Posts: 466
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Blown away ! Congrats !!
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#27 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,991
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#28 |
Registered User
Join Date: Jul 2005
Location: -
Posts: 1,698
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Very nice! Lots of exciting things in the Amiga scene today.
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#29 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,646
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wow holy shit YES! a real danmaku!!
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#30 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,909
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A spiritual Hybris/Battle Squadron sequel? Nice!
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#31 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,834
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Impressive works, a bit OT I supposed that Hybris One was canned right?
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#32 |
Registered User
Join Date: Aug 2020
Location: Italy
Posts: 123
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great news for Xmas Holidays! keep going!
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#33 | |
Registered User
Join Date: Apr 2021
Location: Germany
Posts: 97
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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:
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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#34 | |
Registered User
Join Date: Oct 2014
Location: Germany
Posts: 195
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Quote:
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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#35 | ||
Registered User
Join Date: Apr 2021
Location: Germany
Posts: 97
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@Lazycow
Quote:
Quote:
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#36 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,508
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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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#37 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
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Technically amazing! Keep up the good work!
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#38 | |
Registered User
Join Date: Apr 2021
Location: Germany
Posts: 97
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@Zener
Thanks ![]() @sokolovic Quote:
![]() 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. Last edited by Daytona675x; 23 December 2023 at 20:18. |
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#39 |
Registered User
Join Date: Sep 2005
Location: France
Posts: 487
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Looks awesome. Seems like an upgraded Battle Squadron for AGA.
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#40 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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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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