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Old 18 January 2009, 10:07   #521
gimbal
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direction is an int? I would have thought it was a vector. How does that work? It is stored as an angle or something?
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Old 18 January 2009, 11:04   #522
derSammler
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Yes, it's an angle. The bullet handler does the rest, no need for vectors.
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Old 19 January 2009, 14:02   #523
Thorham
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Quote:
Originally Posted by pcGTW_Webmaster View Post
Are you already at a point where you need to know what features you need for the game?
No, I'm not, yet. I've been trying to get the paralax scrolling and lot's of on-screen objects, most notably the large ones, to be super smooth, while not needing to reduce the number of color so much that everything looks ugly. Not an easy task, but I'm getting there.

Once that has been taken care of, there are still quite a few other generic things to do, such as a good and fast sound handling system for music and effects.

All in all, it's going to take a good while before my code is truely ready for the game specific parts, but it'll get there.

And you certainly weren't joking when you said the game can't be ported directly, haha
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Old 19 January 2009, 14:49   #524
derSammler
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Quote:
Originally Posted by Thorham View Post
I've been trying to get the paralax scrolling and lot's of on-screen objects, most notably the large ones, to be super smooth, while not needing to reduce the number of color so much that everything looks ugly. Not an easy task, but I'm getting there.
Just to let you know, the largest object in the game is Nestor's warship, which has a size of 160x128 pixels. Hope the Amiga can handle it.
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Old 20 January 2009, 00:23   #525
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Hmm: Interesting! He he.
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Old 20 January 2009, 01:39   #526
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Quote:
Originally Posted by pcGTW_Webmaster View Post
Just to let you know, the largest object in the game is Nestor's warship, which has a size of 160x128 pixels. Hope the Amiga can handle it.
The solution to keeping things moving super smoothly when the screen is busy and has large objects such as the one you described, is to just use the old arcade trick of making things like bullets flicker. Should work, I just hope it looks good enough and doesn't hinder game play.

Last edited by Thorham; 20 January 2009 at 01:39. Reason: Typos
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Old 22 January 2009, 20:38   #527
olandrobo
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Exciting that an Amiga version is under way!
In general I think I could say that we were probably a bit too optimistic when it comes to the hardeware of the Amiga 500. But since you're aiming for a 1200 version it might just work.
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Old 24 January 2009, 22:43   #528
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Here are two more structs for future reference.

Weapons:

Code:
TYPE Weapon
   id                AS INTEGER ` pre-defined sprite number
   name              AS STRING
   class             AS INTEGER
   slot              AS INTEGER ` top (0), front (1), bottom (2), back (3)
   price             AS INTEGER
   bullet1_class     AS INTEGER
   bullet1_x         AS INTEGER ` spawn point for bullet
   bullet1_y         AS INTEGER
   bullet1_direction AS INTEGER
   bullet2_class     AS INTEGER
   bullet2_x         AS INTEGER
   bullet2_y         AS INTEGER
   bullet2_direction AS INTEGER
   shootdelay        AS INTEGER ` delay between shots in frames
   anim_mode         AS INTEGER ` 0 = loop, 1 = shot animation, 2 = sync to player's ship
   anim_frames       AS INTEGER
   anim_delay        AS INTEGER ` delay in milliseconds
   orbiting          AS BOOLEAN
   infotext          AS STRING
ENDTYPE
Ships:

Code:
TYPE Ship
   id            AS INTEGER
   name          AS STRING
   class         AS INTEGER
   hitpoints     AS INTEGER
   speed         AS INTEGER
   price         AS INTEGER
   gunfire_class AS INTEGER
   gunfire_x     AS INTEGER
   gunfire_y     AS INTEGER
   gunfire_delay AS INTEGER ` delay between shots in frames
   frame1offset  AS INTEGER ` vertical bullet offset if animation frame is 1
   frame2offset  AS INTEGER ` vertical bullet offset if animation frame is 2
   frame4offset  AS INTEGER ` vertical bullet offset if animation frame is 4
   frame5offset  AS INTEGER ` vertical bullet offset if animation frame is 5
   charged_class AS INTEGER
   infotext      AS STRING
ENDTYPE
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Old 25 January 2009, 02:02   #529
Thorham
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Quote:
Originally Posted by olandrobo View Post
Exciting that an Amiga version is under way!
In general I think I could say that we were probably a bit too optimistic when it comes to the hardeware of the Amiga 500. But since you're aiming for a 1200 version it might just work.
It's underway, but it will take quite some time. As for the A500, it may still be possible, even without changing the game play (but not without stripping down the graphics ), but I can only know once I get the A1200 version up and running. After that, an A500 version may very well see the light of day. Only the future can tell.
Quote:
Originally Posted by pcGTW_Webmaster View Post
Here are two more structs for future reference.
Hehe, more direction fields. I think I'll just make an angle to vector conversion table for those
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Old 25 January 2009, 11:13   #530
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I would have used vectors, but they weren't faster. If using vectors is faster on the Amiga, you should use them, of course.

Moreover, some features were much easier to implement by using angles instead of vectors.

Last edited by derSammler; 25 January 2009 at 11:46.
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Old 30 March 2009, 17:51   #531
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Thorham? is there any news regarding the amiga version?
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Old 15 May 2009, 20:55   #532
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Any news about amiga OR pc version ?
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Old 15 May 2009, 21:35   #533
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Thorham? is there any news regarding the amiga version?
Okay, I guess there's no more hiding it, I've got some bad news.

I've made very little progress from the beginning. This is due to the fact that I've been wrestling with alcohol addiction. This has caused me to not work on projects for extended amounts of time because of hangovers and lack of energy. The same happened a couple of times when I've promised meynaf to write some code for him. Didn't happen, of course.

Although I've recently kicked the habit, because it had gotten in the way of everything in my life, I have to admit that I've got start almost from the beginning if I would be to actually try to complete this project.

I'm truly sorry for not just telling you this sooner, and it's my mistake to take on projects that wouldn't have ever gotten completed in the first place under said circumstances.

My sincerest apologies, and I hope you don't have any hard feelings.
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Old 15 May 2009, 21:44   #534
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Quote:
Originally Posted by Thorham View Post
Okay, I guess there's no more hiding it, I've got some bad news.

I've made very little progress from the beginning. This is due to the fact that I've been wrestling with alcohol addiction. This has caused me to not work on projects for extended amounts of time because of hangovers and lack of energy. The same happened a couple of times when I've promised meynaf to write some code for him. Didn't happen, of course.

Although I've recently kicked the habit, because it had gotten in the way of everything in my life, I have to admit that I've got start almost from the beginning if I would be to actually try to complete this project.

I'm truly sorry for not just telling you this sooner, and it's my mistake to take on projects that wouldn't have ever gotten completed in the first place under said circumstances.

My sincerest apologies, and I hope you don't have any hard feelings.
I wish you all the best man. You can beat the habit.
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Old 15 May 2009, 23:08   #535
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Quote:
My sincerest apologies, and I hope you don't have any hard feelings.
What are you apologizing for man? It is your project, you don't have to answer to anyone. Take your time and try to have fun; it is a good way to keep your mind off the juice.
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Old 16 May 2009, 11:49   #536
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Quote:
Originally Posted by Konrad View Post
Any news about amiga OR pc version ?
The PC version is more or less on hold currently, as I'm lacking time at the moment.
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Old 25 June 2009, 00:18   #537
Thorham
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What are you apologizing for man? It is your project, you don't have to answer to anyone. Take your time and try to have fun; it is a good way to keep your mind off the juice.
I feel that I have to apologize, because saying that I'm working on it while I'm doing Jack S just isn't decent. I should have never gotton into this in the first place, because I could have known before hand that nothing would come from it
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Old 25 June 2009, 08:06   #538
gimbal
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We've all done it one time or another. Lets ask Zetr0 how his OpenGL multiplayer Captive remake is coming along for example
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Old 25 October 2009, 11:13   #539
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Originally Posted by pcGTW_Webmaster View Post
The PC version is more or less on hold currently, as I'm lacking time at the moment.
5 months later, I finally have the time to resume development. I also have set myself a definite deadline now at which the game is either complete or I'll give up...
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Old 25 October 2009, 18:16   #540
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Good to know that development is still going on. BTW what about the Amiga-port? Is there any development to port this game to Classic Amiga?
There is also a thread in a german amiga-forum where new guys are looking to create a new shoot em up for Commodore Amiga. Maybe they can do the port or help to finish the game?
Link: http://www.a1k.org/forum/showthread.php?t=18578
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