16 July 2023, 17:37 | #81 |
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No worries Thank you for the hint Now I just need to get better at the game
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16 July 2023, 20:33 | #82 |
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I have to say it looks fantastic, already better than the arcade. Love the tasteful copper sky.
Great decision going 16 color. Many amiga fans are obsessed with maximizing the amount of colors at the expense of everything else especially on amiga 500/ocs. When 16 colors are adequate in the right hands using modern palette techniques. |
17 July 2023, 10:07 | #83 |
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Waves of water from sewers don't look very good. The shape and the lack of colors, make them look like harrows.
Except that, it's a great game ! Congrats. GFX are very good. SFX department is very good. Impacts are good. Controls are good (except I couldn't use a second button with UAE) Levels design is good. Difficulty is perfect for me. Rastan proves one more time that good use of Copper sky makes the difference. The main sprite is very well done. So many Amiga game makers didn't work hard enough to get one. To my eyes, it's one very important aspect of a game. It helps you to enter the game fully. I noticed since the first version of the game something about some ennemies behaviour. If you walk back a little bit to put them out of the screen zone, it's pretty easy to make them disappear from the level and you won't have to fight them. Walking back will produce some strange enemies behaviour too, some of them will become crazy and move like bees, waiting you near the top of the ropes (level 1b) Maybe, it's something wich is already on the "ToDo" list... Last edited by logo; 17 July 2023 at 10:20. |
17 July 2023, 10:28 | #84 | |
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Nice game, I think I'll dig into it when it's done. I hope BasementApe will go the distance. |
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17 July 2023, 21:28 | #85 | |
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Totally agree on main characters in any game. They're what you'll be staring at most of the time so they best look the part. Taito recognized this as well ofc. If you look closely, the Rastan sprite is a good step above everything else for anatomy, proportions, and animation quality. That's the sprite I had to do the least amount of work on, just some minor cleanups really. Enemies get destroyed when they go out of screen bounds for optimization reasons, tho I've expanded the range for the ones inside the castle a bit in the next update, which should be up later tonight. The buggy AI should also be fixed, thanks for pointing that out. I had kinda forgotten about it lol That's the plan Most of the gameplay and a good chunk of the monster roster is already in there, so I feel I got my arms around this. |
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17 July 2023, 22:34 | #86 | |
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What Scorpion recycling method are you using? It appears to be correct 'Always' for the green enemies, so they don't vanish if you scroll them off screen (which Respawn/Reset would). Noticed screen was shifted to left, Project tab option 16/32 pixels right would fix. Only bug I noticed was with 1st rope I suddenly could climb into the sky and slid down it automatically, couldn't reproduce again though |
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17 July 2023, 22:45 | #87 | |
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You're right, the reptile enemies and most others use recycle 'always' while the castle dudes use 'recycle' never. I destroy the latter ones manually when they get a certain distance away from the player. Changes in the last update: - 2nd fire button to jump properly implemented. - Fixed Rastan's castrato death howl. - Fixed horizontal movement for downward plunges to make them behave the same way regular jumps do. - Fixed AI ledge bug for level 1-B warriors. - Added hard-drive version. If nothing else is horribly broken this'll probably be the last demo release, at least for a while. Time to get busy with the rest |
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18 July 2023, 08:29 | #88 |
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18 July 2023, 09:01 | #89 |
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amazing work so far
question doing some different hw setting on WinUAE, the game seems to refuse other configuration than a standard A500 with 512k, or 512+512 slow RAM ie 1 MB Chip seems refused worth a check? |
18 July 2023, 19:00 | #90 |
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thank you for this i was wondering why rastan was doing very tiny little jumps maybe he had a problem in knees? must be your problem mate i ran it in a 1200 config with lots of extras and it worked fine
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18 July 2023, 19:34 | #91 |
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19 July 2023, 00:10 | #92 |
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On real hardware the game work with standard A500 with 1MB Chip. It work with A500 and Mathesar / 14mhz-accelerator that got 1MB slow RAM together with 1MB Chip. Also tested and working nice on standard A1200/2MB chip.
If people have problems like mentioned in the thread with emulators it seams like the problem is there and not with Scorpion engine. Great game! Last edited by nikosidis; 19 July 2023 at 00:23. |
19 July 2023, 08:41 | #93 |
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19 July 2023, 09:01 | #94 | |
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thanks for the tries with real hardware guys, i have made some other tests
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A500 1MB Chip - the game works A500+ default - black screen loading the first stage (the menu works) A600 default - same as A500+ ,black screen loading the level maybe a kickstart issue then, not sure |
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19 July 2023, 09:09 | #95 |
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19 July 2023, 09:22 | #96 |
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i'll made other tries then
forgot to say, i was testing the alpha030 version EDIT just noticed there is a 031 version, ill check also that Last edited by kremiso; 19 July 2023 at 09:46. |
19 July 2023, 10:38 | #97 |
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Could be kickstart-related yeah. I only have 1.3 and 3.1 to test with.
I'm using a memsaver trick to eke out some more memory but it only works with kickstart 1.3 afaik so maybe that's why? |
19 July 2023, 12:03 | #98 | |
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removing that, the game start also with an A500+ configuration i remember it was a problematic one with some configurations, despite the 44k gain same for the add21k |
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19 July 2023, 13:21 | #99 |
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thanks for the trick
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19 July 2023, 20:29 | #100 |
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On my A500s I have kick 1.3 on A1200 I have 3.0. As said before in the thread everything good.
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