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Old 30 August 2019, 11:52   #1
Cobe
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SVLCVSS Side Track Test Run Tech Demo

This summer d4rk 3lf and I started to work on my older project that uses stardust tunnel technic but with a bit diffrent approach..
However, that's not what we want to show you now.
So, at one point d4rk 3lf said 'would it be possible to make a racing game using this engine?' Straight away I was like No.
Then after few hours of doing something else and not thinking about it, it just occured to me how it could be done so I sat and tweaked the engine.
So this is just tech demo that got us side tracked for a while. We won't try to make a game at the moment out of it, we'll get back to our original idea and maybe after that we will get side tracked again

ADF in The Zone!
Sys req A1200



[ Show youtube player ]
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Old 30 August 2019, 13:33   #2
spudje
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Wow, looks very nice!! We're going to be flooded in awesome new games soon
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Old 30 August 2019, 14:06   #3
DamienD
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Way cool
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Old 30 August 2019, 15:41   #4
NeoHippie2016
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Old 30 August 2019, 16:01   #5
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Looks awesome for a homebrew effort! Basically like Megarace but with batwing thingmebob!
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Old 30 August 2019, 18:04   #6
Ami
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Thumbs up

This definitely deserve to keep on.
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Old 31 August 2019, 03:24   #7
nujack
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That looks amazing! It reminds me to Wipeout or Megarace, which was never released for CD32. That engine looks great and I hope that there will be one game released one day - please. I like it very much.
BTW I have problems to extract the archive. Would you be able to upload it as lha or zip again? That would be great. Thank you.
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Old 31 August 2019, 04:38   #8
earok
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Damn man, looking real nice.
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Old 31 August 2019, 12:55   #9
Tigerskunk
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Amazing stuff for a vanilla A1200.

What the tech behind this (if I may ask )?
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Old 31 August 2019, 13:33   #10
Cobe
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Thanks guys! Glad you like it.

@nujack
.zip in the zone

@Steril707
Its nothing hi tech.
As in stardust we have prerendered "tunnel" loop but with 20 frames. FPS is constant but as the speed increases I'm starting to skip frames from the loop.
On A1200 where we have 2mb of chip ram there's plenty of room to store these frames and there is still enough room for everything else.
Curves are made by changing the x offset of displayed line. Line at the horizont is moved the most while every next lower line is moved a little bit less. (In Blitz, what I'm using its done with DisplayScroll command.)
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Old 31 August 2019, 13:55   #11
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Ah @Cobe:
Ah okay. Thanks for the explanation...
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Old 31 August 2019, 23:47   #12
nujack
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Thank you for the re-upload. Now it works!
I have fun to play that demo. Looks great and plays like Wipeout. Still some enemies are missing. ;-)
You have to work on that further - please!
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Old 31 August 2019, 23:57   #13
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Just tried it, very cool!!!
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Old 01 September 2019, 00:05   #14
Shatterhand
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Quote:
Originally Posted by Cobe View Post
Thanks guys! Glad you like it.

@nujack
.zip in the zone

@Steril707
Its nothing hi tech.
As in stardust we have prerendered "tunnel" loop but with 20 frames. FPS is constant but as the speed increases I'm starting to skip frames from the loop.
On A1200 where we have 2mb of chip ram there's plenty of room to store these frames and there is still enough room for everything else.
Curves are made by changing the x offset of displayed line. Line at the horizont is moved the most while every next lower line is moved a little bit less. (In Blitz, what I'm using its done with DisplayScroll command.)
That was EXACTLY what I was trying to do with the DisplayScoll command the other day and couldn't get anything but garbage on screen... I still don't understand how that command works.
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Old 01 September 2019, 01:28   #15
Cobe
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i know we talked about that command in other thread and i think i copy pasted the lines from this demo.
the only thing that confused me first time was that offset parametar that is actually copper offset, not x offset. and at first i didn't know that when you move one line by one lets say you have to move back next one by one if you dont want it to be affected too.
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Old 01 September 2019, 02:47   #16
Cobe
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Quote:
Originally Posted by nujack View Post
Thank you for the re-upload. Now it works!
I have fun to play that demo. Looks great and plays like Wipeout. Still some enemies are missing. ;-)
You have to work on that further - please!
thanks for the kind words. But I still have second side track little game to get out and do the initial Svlcvss idea with rotating tunnels.

Meanwhile, maybe Shatterhand could continue this and do the hard work?
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Old 04 September 2019, 13:06   #17
Lemming880
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Awesome work Cobe. Half of the gameplay is already there. Adjustable speed, g-force. Just enemies and projectiles missing. Hopefully this project will continue soon.
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Old 04 September 2019, 16:28   #18
Cobe
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haha thanks, you very well know that 'just' jobs can easily last a year
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Old 05 September 2019, 11:22   #19
Lemming880
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Oh, just a year.
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Old 10 September 2019, 21:38   #20
utri007
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I would hapily pay for this game. Rally games like this are rare.
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