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#1201 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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I left weapon on screen to see it how it works!
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#1202 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1203 |
Registered User
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
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#1204 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1205 | |
Registered User
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
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Quote:
#1) just saw what you added, weapon sprite now also visible when rygar jumps in the air ![]() Last edited by emufan; 26 July 2016 at 19:36. |
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#1206 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Can someone make the rygar music into .mod? Is it better to have .mod for phx's player?
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#1207 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Now, I'm playing a mod into game, but not the rygars ones. I don't have them into .mod
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#1208 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Updated rygar: some bugs gone, and added music. I need rygars' .mod to work with.
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#1209 |
Registered User
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
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#1210 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Yes well done sandruzzo
![]() ...one small thing that I noticed is that say you are walking right, an enemy drops behind you and is catching up. You don't turn around to face him, keep walking right and press fire when he's almost upon you, your weapon will fire out but as it comes back in it will still hit him even though he's still just behind you. I hope I've explained this ok; if not I'll make a quick video? Last edited by DamienD; 28 July 2016 at 15:51. |
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#1211 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1212 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1213 |
Registered User
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why don't you use this mod ? : http://eab.abime.net/showpost.php?p=...postcount=1173
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#1214 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
I don't know how to sound some of this part. I would prefer to be file by file |
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#1215 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Added more enemies on screen and this rygar modul test.
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#1216 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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Am at work now, will later get on separating the songs; however for the final result my advice is to learn to use the joint mod file to save space on disk and loading times
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#1217 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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is'nt great dial space. If you can see the quality since on amiga it is to much metallic..
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#1218 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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actually is the style itself of the music metallic; i would say sopme parts are even less metallic than they should (and i did use samples from the mp3 provided when possible)
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#1219 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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sent the main tune loop to Alessandro in private; reminder: game start loop start at 0 while in-game loop start at position 2 (where in example song restart after a death or after exiting the temple).
For the way music in the arcade game is structured, have single .mod files separated for every situation will slow it to a crawl in my opinion. Right approach is the same used in the pinball games with a sub song highlight an event. |
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#1220 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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