18 June 2023, 15:41 | #141 | |
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19 June 2023, 02:20 | #142 |
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This game is a dream, all those colors, jap style,
perfect music, intro with beautiful pictures, fluid, lots of animated elements on screen and all in HAM ?!!! I'm having a hard time digesting it. Definitely a milestone in the history of the Amiga, and a watershed for all those who will try in the future to create games for this fantastic computer. Congratulations again, I remain anxiously awaiting the final game ( maybe in physical edition ). P.S. I tested it on my Amiga 600 (2mega chip+ 4fast) from workbench (kick3.1.4)+ as controller the KTRL32+ and everything works perfectly. Where can I find a version in .ADF to test it on Amiga 500 / 500+ ?? Last edited by skyzoo73; 19 June 2023 at 02:25. |
19 June 2023, 04:08 | #143 | |
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Imagine if the maker of Darkmere had access to this engine. Or the maker of Alien Breed? How awesome would these OCS games look? The Amiga line would have probably lasted another 5-6 years and expire at the same time as the SNES - not that the Commodore mgmt team deserves such life extension. But I ramble about all those mis-opportunities... Anyway, a few thoughts from what I've seen in the preview video - regarding the lighting mechanic: 1. For me the whole blue rotating bubble animation thing after the main character 'refuels' her torch didn't jive with the look and feel of the game. Also, the rotating bubble animation makes the character flicker, which ruins the look a bit. I would have preferred if there was a better way to represent the torch glowing. Not sure if this can be done easily. 2. After the main character refuels the torch and walk into the dark tiles, it seems like these tiles light up only after she has already walked on it, making it look like there's a half second lag in the lighting effect. Can the tiles light up a bit faster, or at least, ahead of her as she is walking? 3. When the main character light up the candle/lamp on the wall, I feel like it should illuminate the room a lot more (i.e. light up more dark tiles). Right now it looks as if it has the same lighting coverage as the torch she is carrying - which is only 2-3 tiles ahead of her. So perhaps you can make it so that the wall candle/lamp is able to light up to six or seven tiles around it? This gives it more incentive for the player to try to light as many candles / lamp as possible to illuminate the room. Lastly, and this may sound like nit picking, but the intro artwork (Which is beautiful by the way, don't know how you pulled it off... and why couldn't every Amiga game developers do this back in the old days?) has the main character wearing a red jacket - which is cool looking. However, the in-game character wears what appears to be a red hoodie. So not sure if there's a way to reconcile that... May be one more intro scene of her putting on a hood as she moves into the dungeon? Will give you more feedback when I get the chance to play. Otherwise, great stuff! Last edited by carlosgod; 19 June 2023 at 09:58. |
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19 June 2023, 07:19 | #144 |
Ex nihilo nihil
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19 June 2023, 07:44 | #145 | |
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19 June 2023, 08:09 | #146 |
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looks great
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19 June 2023, 08:54 | #147 | |
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19 June 2023, 09:20 | #148 |
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Wow, just gave it a try and it both looks great, feels great and appears to have original mechanisms ! Congrats & thank you !!
I'm just not sure about the torch because it forces the character to go back & forth ? But I have not played enough yet to really grasp it Also I managed to trigger a bug (trashed colors). I'll let you know if I manage to reproduce [WhatIff demo] Awesome piece of work, really looking forward to it !! |
19 June 2023, 10:06 | #149 |
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@remz
Kudos and well done on bringing it this far! The style and presentation are superb. I can only imagine how visually jaw dropping this would have been in the A500's heydey when on-screen colour counts were still a metric by which such things were judged. Last edited by Karlos; 19 June 2023 at 12:56. |
19 June 2023, 10:56 | #150 |
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I tried to make an adf out of it but it wouldn't fit so I made an hd floppy but then it wouldn't boot, so I made an hd folder, and it run. But then I couldn't run with just 512k I add to up it up to 512k+512k, perhaps due to be run from hd.
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19 June 2023, 12:29 | #151 |
Inviyya Dude!
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can someone upload a video of this to youtube?
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19 June 2023, 12:48 | #152 |
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19 June 2023, 13:11 | #153 |
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I believe you're supposed to light unlit wall torches as you go so the amount you need to back-track to "re-light" your torch is minimal.
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19 June 2023, 13:17 | #154 |
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19 June 2023, 14:26 | #155 |
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Very impressive project, nice to see all that progress from time it appeared first time on EAB. I hope it will turn into full game. Reminds me a bit Worthy. I wish there were some fast way to kill all those slimes
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19 June 2023, 17:14 | #156 |
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As I found the tech demo some months ago so impressive, I wanted to playtest the news demo too. Cannot get it to work, unfortunately. Based on FS UAE, I have added WhatIFF as a separate harddrive to several A1200 configurations (basic, 2 MB Fast, 68060). Doubleclick on the Hamulet-icon brings up an error message "object is not of required type". Doubleclick on hamulet.exe brings up an intro screen and a jingle, then corrupted sound and a crash - on every configuration. Any idea what I could do?
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19 June 2023, 18:11 | #157 |
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This is amazing! Wonderful work @remz What part of Canada are you in?
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19 June 2023, 18:52 | #158 | ||
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Quote:
Regarding: Quote:
Check your system (core, libs, kick, etc...) |
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19 June 2023, 19:13 | #159 | |
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Quote:
Code:
+ hamulet + C + DATA + S data.info Hamulet Hamulet.info |
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19 June 2023, 19:14 | #160 | |
Ex nihilo nihil
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I then tried to extract the lha inside a folder that I mounted as an HD (I did it on the PC with 7zip). Saw all files and running the demo worked under my emulated wb1.3 A2000. Hope this help. |
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