06 June 2019, 14:17 | #1081 |
Banana
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I must confess I do find the current "normal" gradient so subtle as to be indistinguishable from a single colour, unless I really look at it.
Maybe I should get my eyes checked |
06 June 2019, 14:40 | #1082 |
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I like both gradients. Perhaps you could alternate between them per level? Presumably it is fairly trivial to change it up during the game (or indeed make it selectable before game start). If I had to pick one though, I'd go for the Turrican friendly option, or better still, something even more garish
Failing that, a Turrican eyesight specific final build would I'm sure also be trivial to do. |
06 June 2019, 16:17 | #1083 |
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Hello
@mcgeezer For testing bugs perhaps you should add some keymaps like 'n' goto next level 'p' goto previous level. So they will not have to play until level n to test a bug Also in my own engine (GMAP) I added X x change hero/screen position to x=x+100 pixels , x=x-100 pixels Y y change hero/screen position to y=y+100 pixels , y=y-100 pixels and display the x y position This allow to acccess any level/place to test very easily a known bug |
06 June 2019, 16:23 | #1084 | |
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Quote:
Those in-your-face copper gradients of old were also nice, but a also more than a bit over the top. |
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12 June 2019, 22:55 | #1085 |
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Well...made it back from Ibiza (Just).
While I was there DJ Metune came good with some more of the tunes in the game so I added a few today, the new tunes are the pickup bonus, the warning when the Evil Red monster turns up and a few others. I also did a little bit of work on the Cascading Tribesman, this isn't quite right yet as you'll see from the video so it needs more work - it's close though. The game still has an intermittent crash bug which I still can't find... I'm not going to worry about it now as sooner or later it will reveal itself and I'll fix it. I'd just like to thank everyone who has submitted bug reports, it's very helpful as they are important. Also important is the game features. Having had a bit of time to reflect I really need to concentrate on getting the game finished first then I can bug fix and features over and above what is in the arcade game. For me, there needs to be something in it for the Amiga, there is no point in me simply recreating the arcade game as anyone can just fire up Mame and get an all round better experience, this means there'll ultimately either be changed or added levels that make the game unique - after all, if you had the source code to a game like Rygar wouldn't you be tempted to change it a little bit? I know I am. Take it easy folks. [ Show youtube player ] |
12 June 2019, 23:27 | #1086 |
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Just to be clear, the tunes dont sound completely right because i dont have sfx channels reserved properly yet. It will be fixed
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13 June 2019, 14:59 | #1087 |
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What about adding another subtle copper background when the time is up? dark red ish.
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17 June 2019, 17:32 | #1088 |
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Hi Everyone,
One of the comments that came out of the competition remarks was around the latency of Rygar so I'm wondering if the judge (or anyone else) can elaborate on what the issue was/is? "I really hope the joystick management/handling will be greatly improved to suppress the latency" Just need to check I'm not missing something. Geezer |
18 June 2019, 12:33 | #1089 |
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Dunno if he means that the animation frames are delaying the move command but it seems flawless on the real hardware with a pal crt, at least for me.
The video is 1080/60, btw I tried to capture it at 240fps but the flickering was enormous. Hope this helps: [ Show youtube player ] |
18 June 2019, 13:03 | #1090 | |
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Quote:
There's a couple of bugs there I need to fix I think. |
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20 June 2019, 23:45 | #1091 |
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I've been optimising the code of late, basically reducing it down a fair bit. Also adding lots of tuning so that I can control the game difficulty much better as the player progresses.
In the mean time I added round 7 into the game... Rounds 8,9, 10, 11 and 12 probably coming over the weekend. [ Show youtube player ] Hope you like it. Geezer |
21 June 2019, 01:10 | #1092 |
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So very nice!
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21 June 2019, 01:45 | #1093 |
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Nice one Graeme
I see ground turtles have made their first appearance, though I'm sure you've added them to previous levels too now |
21 June 2019, 17:23 | #1094 |
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Looks amazing!
Will this game even fit in floppy disks? |
21 June 2019, 20:10 | #1096 |
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21 June 2019, 20:35 | #1097 |
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I don't think you need to bust your balls in order to get this to fit on one disk Graeme
...two disks is perfectly fine; many quality games came on this number of disks, and one disk swap is absolutely ok |
21 June 2019, 22:10 | #1098 |
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Or use a $1820-byte per track custom format
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21 June 2019, 22:22 | #1099 |
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21 June 2019, 22:39 | #1100 |
Defendit numerus
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True
But sure I can adapt to this 12 sectors/track format. (with an usual FFS filesystem, so zero problems for the file handling) Unfortunately it would no longer be distributable as an ADF (but eADF) with all associated problems.. |
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