19 June 2023, 20:15 | #161 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 303
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I made an install with the generic WHDLoad as mentioned above.
It runs perfect on 020/FPU JIT. Will try it on the real thing BlizzIV tomorrow. |
19 June 2023, 20:44 | #162 | |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,155
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Quote:
Then you can boot directly from the ADF an a standard A500 configuration (512+512). It even boot on an 512k only config. |
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19 June 2023, 22:00 | #163 | |
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Quote:
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20 June 2023, 01:03 | #164 |
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Location: Bicester
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@remz
loving you work thus far |
20 June 2023, 11:26 | #165 | |
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Location: Braunschweig / Germany
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Quote:
Thank you so much! By all the tiny details one can tell how much Love was packed in to it. And the visuals are simply impressive. The only (hopefully constructive) feedback i would have: The sound effect when you lite up a torch on the wall is a bit massive and breaks the Music a bit too long. But i feel bad for saying it because everything is made with so much attention. If there would be a patreon or commercial release i'd say: shut up and take my money! |
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20 June 2023, 11:30 | #166 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,650
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It shouldn't need WHDload. The author is still active and any issues with compatibility or extra features should be passed on to him.
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20 June 2023, 12:23 | #167 |
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Location: boston
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Had a chance to play with it. Even after the novelty of the whole HAM mode graphics thing started to wear off, I still found the demo to be quite addictive and despite dying a lot, I ended up messing around with it a lot longer than I thought I would! I like the whole floor switch mechanic puzzle thing - very nicely done.
My additional thoughts (please ignore if you already plan on implementing in future releases): 1) When your character die, can you make it so the character re-spawn closer to where you died? Having to go all the way back to the beginning is a bit too painful. 2) Will there be some sort of energy bar? So perhaps you can sustain a few hits before you die? 3) The character's sword didn't seem to work - not sure if that is because this part of the code isn't finished yet or if it's supposed to be ineffective against monsters 4) The monsters don't seem to be able to move vertically. Is that intended? 5) As someone mentioned, the sound effect for lighting the torches seems to have affected background music (ie, it stopped it). Not sure if that's intended. Other than that - great stuff! I also noticed there's a lot of icons on the left. I presume the main character is going to have a lot of different tools to use, so can't wait to see what other things she can do and how it affects the game mechanics. |
20 June 2023, 12:28 | #168 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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Assuming for a moment you were to target AGA with some additional memory.
How feasible would it be to use this specific technique for a top-down shooter like the original alien breed games? |
20 June 2023, 15:34 | #169 |
Puttymoon inhabitant
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Could any mod please rename this thread to Hamulet, if the author agrees?
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20 June 2023, 16:09 | #170 |
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Location: Landsberg / Germany
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Had some trouble getting the game to work, due to what seems like a corrupt archive. So first of all, thankyou @remz for troubleshooting.
Hamulet looks really cool. I reckon the technical achievement to get something playable out of HAM-mode is not to be underestimated, even more so with smooth visuals and without color artifacts. Congratulations! The amount of love and detail put into the game already is obvious. This looks like something that could evolve into a special puzzle game. |
20 June 2023, 17:25 | #171 | |
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Quote:
Everyone: Thank you very much for all your comments and feedback. I do read all of them and I'm taking notes for fixing and enhancing all the playability and gameplay issues. And also for designing and continuing the game of course. About memory requirements: The game just barely fits on a kickstart 1.3 one floppy drive with 512KB machine; however, it won't have sound effects (because not enough ram available). I'm hoping to be able to keep this "minimum specs" throughout the development of the game, we'll see how it goes About HAM-8 and more powerful Amigas: yes I think it would be possible to have HAM-8 'action' game on AGA machines. Combined with larger AGA sprites, faster CPU, and more memory, a base A1200 (or CD32) could potentially make a very impressive step-up over Hamulet. Thanks again for the kind words! Remz |
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20 June 2023, 17:38 | #172 |
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Join Date: May 2014
Location: Belgium
Posts: 45
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Just played it a little on my A1200, what a game!!! The quality is just incredible, like someone said before: feels like an indie game released on steam. Controls feel just right, gorgeous graphics and sound, I'm really blown away at both the technical achievement, the overall presentation and the quality gameplay. Big cudos man!
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20 June 2023, 20:19 | #173 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
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@remz
Quote:
It feels like there's an amazing 2D tiled-world engine in here waiting to break out. |
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21 June 2023, 17:08 | #174 | |
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Quote:
However, when he mentioned about memory constraints for the current demo which has a small-ish world map, I started to realize that converting complex top-down games like OCS Alien Breed or OCS Chaos Engine (both of which are an exponentially larger game with advanced game mechanics and yet fits on just two disks) to HAM mode using this engine may not be as straight forward as I thought. I would guess that converting late eighties top-down games like OCS Gauntlet to HAM using this engine is within the realm of possibilities as both are fairly similar in terms of game mechanics - at least at the current stage of Hamulet development. However, we need to see how far the author can push this engine in terms of implementing more advanced/complex game mechanics. I'm hopeful though that we will see more cool stuff coming out of Hamulet. |
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21 June 2023, 18:23 | #175 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,155
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Nothing prevent the converted game to be adapted in order to have progression "check points" allowing the loading of next part .
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21 June 2023, 18:43 | #176 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,680
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Some of the dynamics of this game reminds me a lot of ZX Spectrum game Android two: you can take hints from it
[ Show youtube player ] |
21 June 2023, 21:38 | #177 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
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Quote:
Anyhow, the projects seems that has made fantastic progress. Thumbs up and hoping we see more progress soon! |
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22 June 2023, 08:35 | #178 |
Global Moderator
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That's what ross mentioned when I asked/speculated about more action-ish games earlier in the thread. Still looking forward to see where this will end up and the current way it plays is quite impressive
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24 June 2023, 13:21 | #179 | |
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Quote:
I guess you could allow for the enemy sprites to change color as they move up and down? But I suppose that would just look really weird. That's indeed a tough problem to solve, but it seems like you might have an idea on how it can be done - hence the 'not impossible' statement? |
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24 June 2023, 14:39 | #180 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,072
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Quote:
If I remember correctly there was also another amiga shooter using ham and they used bob enemies there but with thick black outlines. Not exactly sure if that was indeed the case though. |
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