English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 07 November 2020, 21:24   #21
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
Quote:
Originally Posted by amiman99 View Post
How big is the ROM size for MSX? Is it MSX1 or MSX2?
It's a 32KB ROM for the MSX1.
UltraNarwhal is offline  
Old 07 November 2020, 22:07   #22
amiman99
Registered User
 
amiman99's Avatar
 
Join Date: Sep 2009
Location: San Antonio, TX USA
Age: 50
Posts: 1,184
Quote:
Originally Posted by UltraNarwhal View Post
It's a 32KB ROM for the MSX1.
Great! I can burn the ROM and try it on my real MSX.
amiman99 is offline  
Old 08 November 2020, 10:26   #23
Gzegzolka
Registered User
 
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
Very nice looking game ^^ I will wait for Amiga version.
Gzegzolka is offline  
Old 09 November 2020, 21:56   #24
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300

Got the egg mechanic working on Amiga version now.

I may even release a bare bones prototype (like NES one) in time for Christmas.
UltraNarwhal is offline  
Old 30 January 2021, 14:08   #25
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
Work continues after Xmas break. Runs much better now on Amiga 600, once enabled hardware sprite use.

UltraNarwhal is offline  
Old 30 January 2021, 17:04   #26
Gzegzolka
Registered User
 
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
Cool
Gzegzolka is offline  
Old 30 January 2021, 19:18   #27
NeoHippie2016
Freak
 
NeoHippie2016's Avatar
 
Join Date: Dec 2015
Location: Gladbeck
Age: 47
Posts: 580
Looks sweet!
NeoHippie2016 is offline  
Old 04 February 2021, 13:38   #28
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
Latest footage.

[ Show youtube player ]
UltraNarwhal is offline  
Old 04 February 2021, 14:56   #29
Neil79
Autistic 'n IRN!
 
Join Date: Jul 2012
Location: -
Posts: 2,978
Neil79 is offline  
Old 05 February 2021, 00:21   #30
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Wow.. I'm really impressed that you implemented platform fall through even though that isn't (yet) a feature of Scorpion.
earok is offline  
Old 11 March 2021, 14:04   #31
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
Slight update, enemies can now be damaged.
[ Show youtube player ]
UltraNarwhal is offline  
Old 11 March 2021, 22:57   #32
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by UltraNarwhal View Post
Slight update, enemies can now be damaged.
[ Show youtube player ]
Looking very cool!
earok is offline  
Old 11 March 2021, 23:26   #33
malko
Ex nihilo nihil
 
malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 4,856
This little duck is very cool.
Itchi goto
malko is offline  
Old 12 March 2021, 07:05   #34
Alpha One
Registered User
 
Alpha One's Avatar
 
Join Date: Jun 2011
Location: Ger
Posts: 223
Supernice looking game !
Really looking forward to the release.
Alpha One is offline  
Old 18 April 2021, 13:41   #35
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
This past week I have imported the whole of the Act 1 map, slowly adding enemies and tweaking geometry.

Also started creating tileset for Act 2.
UltraNarwhal is offline  
Old 18 April 2021, 15:35   #36
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Nice :O looking really cool
earok is offline  
Old 01 May 2021, 21:49   #37
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
Slowly adding enemies/obstacles to Act 1. Updated HUD graphics, item shows currently active item (egg/sword) and I'll probably add key collected icons (green/blue/red).

UltraNarwhal is offline  
Old 02 May 2021, 05:35   #38
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by UltraNarwhal View Post
Slowly adding enemies/obstacles to Act 1. Updated HUD graphics, item shows currently active item (egg/sword) and I'll probably add key collected icons (green/blue/red).

That's looking really nice.
earok is offline  
Old 16 May 2021, 17:38   #39
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
Reduced tileset colour count to 16 from 32, just in case I need to run game in 16 colour mode to keep Act 2 smooth.
UltraNarwhal is offline  
Old 13 June 2021, 14:22   #40
UltraNarwhal
Registered User
 
UltraNarwhal's Avatar
 
Join Date: Apr 2019
Location: UK
Posts: 300
Changed how enemies die and added pause mode. Still laying out act 2 level map and designing extra enemies.


UltraNarwhal is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 19:44.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.12656 seconds with 13 queries