14 January 2018, 15:40 | #41 |
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Hi all,
I just want to add there's a great update on Bomb Jack in that thanks to Saimon69 we've now added music. For technical updates check out the coders thread. Latest video update is here [ Show youtube player ] |
14 January 2018, 17:54 | #42 |
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the remade music isn't bad at all. The game visuals itself is very close to the arcade (except for Bombjack moves). I heard that those bird moves were a bitch to code.
I think you saw the reverse engineered asm version of the arcade game? it's somewhere. |
14 January 2018, 22:56 | #43 | |
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Quote:
Doing the enemy formations is indeed hard, not impossible though. |
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15 January 2018, 07:23 | #44 |
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I have recoded a Z80 arcade game in C++. The Z80 code helped me a lot for enemy A.I. and speeds and such. I don't see how it would be different for a 68k version.
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15 January 2018, 07:57 | #45 | |
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Quote:
Hope that makes sense. |
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15 January 2018, 21:00 | #46 |
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I also remade some other games without the original code and it's very difficult to match the gameplay just by looking at how the game behaves. It's your project!
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15 January 2018, 23:49 | #47 |
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Yep - exactly the same circumstances that the game developers had back in the day and precisely the challenge I have set for myself on my project.
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16 January 2018, 17:14 | #48 |
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16 January 2018, 21:28 | #49 |
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Sometimes they'd go and get it. Like Richard Aplin with Final Fight when he ripped the graphics out of the original board. He didn't rip the code, though
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22 January 2018, 21:21 | #50 | |||
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Quote:
Quote:
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Link Now onto the game: Great progress so far, however, just putting it out there for thoughts, but I prefer the pace and gameplay of the ZX Spectrumover the arcade, give it a whirl and see if an option in the game can slow down the pace of the gameplay to similar ZX thrills. The lack of pace doesn't detract from the gameplay IMO! [ Show youtube player ] |
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23 January 2018, 16:33 | #51 | |
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Quote:
Seriously though, thanks for your feedback. I did actually love the Speccy version of the game but my aim is to try and port the arcade version of the game. I suppose I can think about adjusting all the difficulty settings, but to get it to play similar to the Speccy version would be a difficult task because it's so damn slow it would take me an age to debug. Over the moon you've suggested stuff though, keep them coming. And lastly.... Peroni or Blue Moon is my beverage of choice... expensive yes but quality. |
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24 January 2018, 19:45 | #52 |
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Just one thing; include an option like the spectrum does, that is, to allow an always high jump. This would enable single fire joysticks to play better. Sorry if this has already been mentioned!
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24 January 2018, 19:55 | #53 |
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Currently you push up on the joystick for extra lift or down when falling for faster fall. Sorted.
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11 February 2018, 22:26 | #54 |
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Here' the latest update... given it's February.
Things are progressing well, you can watch a video of the game running on real hardware [ Show youtube player ] If you want to test run the game yourself then you can download the ADF Very important - the game will only run on an A500(+) config with 0.5mb chip ram with 0.5mb fake fast ram, it is currently not compatible with any other config. If you want the technical details you can follow my thread in the coding section. Hope you like it! |
11 February 2018, 23:07 | #55 |
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Looks amazing!
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12 February 2018, 07:40 | #56 |
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I want it boxed!
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12 February 2018, 08:52 | #57 |
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that's just excellent!
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12 February 2018, 10:01 | #58 |
CaptainM68K-SPS France
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yes we want it boxed !!!!
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12 February 2018, 12:41 | #59 |
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Do you mean like a boxed commercial title with a floppy disk and stuff?
Are people even still doing that? |
12 February 2018, 12:57 | #60 |
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