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#381 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Don't worry; I've done it myself now... hope I haven't messed things up
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#382 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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#383 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Another quick update tonight which is really nice as I finished the panels complete with timer and round guide, also added some nice eye candy copper to spruce up the bland background. I'm really pleased though with what happens when the timer reaches 0:00, it's really starting to feel like Rygar now.
Crappy Youtube Version [ Show youtube player ] Lovely test version that I get direct from WinUAE http://109.228.4.199/bgfade2.mp4 I really really really must now work more on the memory management and loader otherwise I can't test on real hardware (which is an actual requirement for the compo) ![]() mcgeezer |
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#384 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Wow, very slick!!!
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#385 |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 881
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Starting to look really good!
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#386 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,858
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Oh man, that's dope!
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#387 |
Registered User
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Absolutely impressive !!! it looks like a copy of the arcade
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#388 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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Yep no doubt it’s slick, the copper effects really make it stand out. I still would remove one or two enemies if you had to in the game. By the way, will reply to your help/message/pm... sleep now and crappy home computer is dieing so will check out some solution on work PC.
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#389 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Thanks for the nice feedback guys... it's what makes it all worth while.
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#390 |
Registered User
Join Date: May 2004
Location: Somewhere secret
Age: 50
Posts: 366
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It's really starting to look like the arcade... like others, I'm impressed with your commitment + progress! Keep it going and the other compo entries will need to console themselves with 2nd at best
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#391 |
Registered User
Join Date: Aug 2005
Location: Skarabörg, Sweden
Age: 45
Posts: 1,029
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Really impressive! I've been following the development on Youtube.
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#392 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Well... I worked on the loader a little and tidied up a lot of initialization code.
With that comes the ability to run on a real stock Amiga A1200. You'll notice in my video I had to disable the hard drives to release memory. Really good to know it runs on a real Amiga!!!! ![]() If allowed I'm happy to release the ADF if people want to try it out... (it depends if that would break compo rules though - if the mods could clarify it would be good). Geezer [ Show youtube player ] |
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#393 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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I'm not a judge but I believe that's ok; can't see how this would break any rules of the competition.
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#394 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Testing stuff on real hardware and seeing that it works is always nice..
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#395 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 293
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Absolutely fantastic!
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#396 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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well no complaints then so here u r.
http://109.228.4.199/rygar_aga.adf You'll need a stock A1200 config...Happy xmas and enjoy Geezer ![]() Edit - quick note, if you do run it you need to press the fire button when the files have unpacked in the shell window. Last edited by mcgeezer; 20 December 2018 at 21:30. |
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#397 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 293
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Merry Christmas everybody.
Thank you! |
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#398 |
Registered User
Join Date: Jun 2014
Location: Italy
Posts: 39
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It indeed looks like the arcade!
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#399 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Always great to see things running on real hardware. You might be able to get the game to deal better with hard disks being present by running a script that de-allocated their buffers, these take up some space.
IIRC the addbuffers command can be used to remove buffers as well, but don't quote me on that. |
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#400 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Quote:
Running from harddrive is going to be a problem because I don't have enough RAM to hold all of the background levels and round maps.... so after each round I need to bring in those assets at the temple scene while the system is down. I guess it means someone needs to write a slave or something. Any ram ideas where I can get more during start up is most welcome. I have about 200Kb of ram left and I need to get the music and sfx in. |
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