22 March 2020, 02:19 | #201 | |
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I am relieved though that the current status of the Ausgangsperre (which defines the lockdown) is only intact for two weeks. Meaning then we might at least have restaurants back in limited operation, most shops should re-open and our girl is allowed to play with other kids on the street without interference. Interesting you still have public schools in UK in operation. I think you are doing the right thing to take care yourself though. Should reduce the risk of infection a lot. |
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22 March 2020, 06:03 | #202 |
pixels
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Just to add, while Richard and I work very closely together on RPIII we still post independently, If you want to know more behind the scenes we have posts that are public after a few days, just checked mine so please feel free to look and give feedback https://www.patreon.com/KevinSaunders
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12 April 2020, 01:36 | #203 |
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Did I mention how important I think music and sound-fx are for a complete game experience? Therefore I feel really proud that we got Virgill onboard for Reshoot Proxima 3. He is one of the best scene musicians we got, and he is going to add of his pieces to the musical score.
Virgill entered the Tracked Music Compo at this years Revision demoparty with a track called "Reshoot Proxima 3". Want to listen? Last edited by buzzybee; 12 April 2020 at 01:52. |
12 April 2020, 02:07 | #204 |
Ex nihilo nihil
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^cool tune
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12 April 2020, 02:34 | #205 |
pixels
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Ohhh! that is a wicked track Virgill
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12 April 2020, 06:31 | #206 |
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That IS a really good track!
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12 April 2020, 06:59 | #207 |
Missile Command Champion
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Ah, finally some decent electronic music and not this boring techno nonsense.
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12 April 2020, 09:52 | #208 |
Inviyya Dude!
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Amazing stuff, Richard and Virgill..
Always crazy what people get out of three channels and good old Paula.. |
12 April 2020, 11:01 | #209 |
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stunning music ! it will emphasize the gameplay who is already great
Last edited by thairacerjp; 13 April 2020 at 06:46. |
12 April 2020, 19:07 | #210 |
Pixelglass/Reimagine
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Seems to be 4 channels, so probably not for in-game. Pretty awesome tune though! Well made
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13 April 2020, 03:54 | #211 | |
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In fact this track as-is runs on four channels and cannot be used ingame; or at least it would mean you cannot add sfx to the action without sacrificing the flow of the music. Virgill, Dascon and Altraz are all contributing to the game. These amazing guys do not only know how to create music, but also how to downsize it to fit within two or three channels only, while keeping a tiny memory footprint. Ingame soundtracks (each stage has its own) currently only use around 150 kb or so. No idea how these sound magicians do that. |
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13 April 2020, 11:24 | #212 | |
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Quote:
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13 April 2020, 15:45 | #213 |
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Gratz with song. Very good and won tracker compo, revision
What is this new Amiga audio software from Virgill? Sounds amazing and songs are between 10-20kb. Is this a format that can be used in demos, games? |
13 April 2020, 15:57 | #214 |
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Yeah, Virgill won a compo with his RP3 piece. What an achievement. In fact he did a great job for several demos and audiotracks at this years Revision. The new software he uses for some of his pieces is called Amigaklang, and I think he wants to release it soon. But I don´t know too much about it. Virgill put up a video on youtube though.
[ Show youtube player ]
I cannot thank Virgill enough for his contribution to RP3. Same is true for the pieces that Dascon and especially Altraz created or are creating right now. Sound is so important for the whole experience! |
17 April 2020, 16:38 | #215 |
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The past weeks I spent optimizing the engine in such a way that it copes with lots of stuff while keeping the main framerate at 50 fps. Put a short text about why I find this important onto my Patreon-website.
This text also contains a new video of a performance test, so if you want to see lots of big explosions – it´s Patreon but it´s still free, so please y´all check it out! |
17 April 2020, 19:02 | #216 |
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Interesting, dynamic frame rate for bobs. Don't remember games doing this - only games that either stuck to 50FPS or stuck to 25FPS (or even lower) for bobs. Nice stuff!
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17 April 2020, 19:43 | #217 |
Ex nihilo nihil
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Nice reading and beautiful idea buzzybee
Can't wait to see it in action ! |
17 April 2020, 19:55 | #218 |
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Glad you guys like what you see!
I have older code which de-syncs sprite update and bitter draw rate working in RESHOOT R already, but there the eagle-eyed observer may notice the switch from 50 to 25 fps blitter drawing. With RESHOOT PROXIMA 3 the plan was so enhance the engine in such a way, that the switch cannot / can hardly be seen. Because if this works, this will result in much more freedom regarding gamedesign. We can implement many more or bigger objects without concerns regarding framerate. Seems it works. Need some further testing though. |
18 April 2020, 17:31 | #219 |
The Big White Cat
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The music and action seems frenetic ! Great
It looks promising at this stage Well done! |
24 April 2020, 14:37 | #220 |
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Added a bit of text to my Patreon blog about why optimising code is beautiful (spoiler: quicker loading, less memory footprint). It´s Patreon but it´s free - so have fun!
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