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Old 13 March 2024, 19:48   #41
Tigerskunk
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It's very tight on memory with a 512k chip 512k fast setup. It does work if you disable extra drives.
True..
But that was the same with Inviyya as well.

I really use up as much Chip RAM as I can get.
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Old 13 March 2024, 20:34   #42
Tsak
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Originally Posted by Tigerskunk View Post
It's a bit of a game design question...
What would that achieve that you cannot do with the "tools" you have right now to kill an enemy?
100% agree (with you). This move is more in the realm of 'visual variety' rather than a gameplay need. You can do the same thing probably by just turn and slash. Right?

Quote:
Originally Posted by Tigerskunk View Post
Btw, here is what I could single out as the biggest issues people had from all the feedback since yesterday:

* bosses need their own health bar
* the "slash lines" are too static and too massive.
* Head chop needs a different sound

How do you guys think?
Yup, all these are good. I'd say 'slash lines' being large is not an issue at all. Modern indie games tend to have absolutely enormous effects like that which help a lot to make these moves super spectacular. Making these to animate properly is all you need imho. I would also add to that that if you manage to smoothen further the curves of these effects will also help a lot (start thin, end wide close to the sword, instead of having the entire effect be the same width from end to end) .

Btw, if you'd like a little bit of extra feedback here are a few other details to consider:

1) Some gfx glitches, like the thin horizontal line above the player and enemies. I've noticed various other such lines or rogue pixels with various player and enemy frames.

2) The player sprite gets completely glitchy sometimes, with some frames failing to render properly (it seems it just renders completely messed up). If you go frame by frame in any of the above gameplay videos you'll be able to spot them when the player attacks.

3) Would be nice if the enemies gave more feedback with each hit they get. F.e. currently they will stay completely still in their 'hurt' pose and there's no way to tell if your hits (besides the first one) actually register. Possible things that could be done about this:
- Make them shake a little (while in their hurt pose) with each hit they get. Like in Streets of Rage 2 f.e.
- Make them flash once they receive the hit or add an impact effect
- Blood or some other 'sweat' effect or liquid spilling with each hit. If you can actually make this effect do a small arch in the air and hit the ground (say Mortal Combat like), this will definitely make hurting enemies immensely more gratifying!
Besides the above, worth noting is that I've noticed the slash sounds already contain the impact/hit which plays either you've actually hit an enemy or not. This makes it even more confusing especially vs enemies that take more punishment before they go down (so you might as well hitting air but the sfx is telling you you've hit something). Probable solutions here would be to split the 'woosh' sound from the 'impact' one, so the 'impact' only plays when you've hit something.

4) Some enemies suddenly disappear when they die (ex the big green/blue one). I imagine this was also done to save ram. What you can do here is fake his death by using either his hurt frame and flash/shake it for a while before he disappears. Or you can use the frame where he knees down. A dying sound would also be useful (could be the same sound when he gets hit only played in a lower key).

5) Similarly, barrels just disappear when they hit you. This also seems to need some sort of effect.

Keep up the great work mate!
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Old 13 March 2024, 21:39   #43
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Thanks for the feedback, Tsak..

Some great ideas in there...
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Old 14 March 2024, 01:51   #44
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Well this looks amazing. Can't wait to get a copy myself. Glad to see talented folks are making new games for us!
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Old 14 March 2024, 02:14   #45
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Quote:
Originally Posted by Tigerskunk View Post
It's a bit of a game design question...
What would that achieve that you cannot do with the "tools" you have right now to kill an enemy?


Btw, here is what I could single out as the biggest issues people had from all the feedback since yesterday:

* bosses need their own health bar
* the "slash lines" are too static and too massive.
* Head chop needs a different sound

How do you guys think?
Sorry mate I havnt had a chance to get back to you since Sundays stream but others have conveyed what I meant regarding the slash gfx and the above captures it along with the other 2 improvements, meaty head chop with crunch being the most important

Havnt had a chance to play it yet, will be Monday, but can't wait, fantastic work as always!
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Old 14 March 2024, 09:44   #46
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First try for the new slash gfx..





That red line around it will probably be gone when I am finished.
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Old 14 March 2024, 10:46   #47
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I think some sort of tansparency on that slash would *Maybe* look better?



That solid color blocks a lot of gfx
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Old 14 March 2024, 11:04   #48
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Like the color gradient a lot! What about having pseudo-transparency by making it flicker like they do in a lot of neogeo games?
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Old 14 March 2024, 11:05   #49
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Originally Posted by ransom1122 View Post
I think some sort of tansparency on that slash would *Maybe* look better?



That solid color blocks a lot of gfx
So it's good, that it's visible only for a few frames.
The second part of the up slice animation is back again in there as well.
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Old 14 March 2024, 11:06   #50
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Originally Posted by warci View Post
Like the color gradient a lot! What about having pseudo-transparency by making it flicker like they do in a lot of neogeo games?
I already use all available sprites in that pixel row for the player.

So I could only achieve that effect by flicker the whole player, and I guess most people won't be okay with that...

In the end, we are talking about an almost naked 500 here.
There are restrictions...

Last edited by Tigerskunk; 14 March 2024 at 11:51.
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Old 14 March 2024, 12:16   #51
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Originally Posted by Tigerskunk View Post
First try for the new slash gfx..





That red line around it will probably be gone when I am finished.
That looks so much better , look forward to seeing the slash's in motion.
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Old 14 March 2024, 12:41   #52
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Originally Posted by lmimmfn View Post
That looks so much better , look forward to seeing the slash's in motion.
Thanks mate..
I think it looks quite good now.

Thanks to everybody here helping in the process of making this game the best it can be. <3
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Old 14 March 2024, 14:51   #53
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Thumbs up

Looking OCS awesome and gameplay looks nice and smooth with cool animations Can't wait to play this on my Amiga 1000
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Old 14 March 2024, 15:36   #54
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Can't wait to play this on my Amiga 1000
Me too!

(on my 1000 though, not yours... )
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Old 14 March 2024, 18:30   #55
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Looking great! Awesome work
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Old 14 March 2024, 20:26   #56
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Thumbs up

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Me too!

(on my 1000 though, not yours... )
c'mon over I'll keep the drinks cold for ya
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Old 15 March 2024, 03:22   #57
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Thanks mate..
I think it looks quite good now.

Thanks to everybody here helping in the process of making this game the best it can be. <3
On the contrary, thanks very much for listening

It means a lot for the community to be able to give feedback and for it to be taken on board, I really hope it makes for a better game.

Thanks mate
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Old 15 March 2024, 08:22   #58
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Quote:
Originally Posted by Tigerskunk View Post
I already use all available sprites in that pixel row for the player.

So I could only achieve that effect by flicker the whole player, and I guess most people won't be okay with that...

In the end, we are talking about an almost naked 500 here.
There are restrictions...
Makes sense, but I was thinking more along the lines of adding an extra animation frame where one has the "wipe" and the other hasn't and alternating between them. Dunno if that's doable though
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Old 15 March 2024, 10:12   #59
Tigerskunk
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Makes sense, but I was thinking more along the lines of adding an extra animation frame where one has the "wipe" and the other hasn't and alternating between them. Dunno if that's doable though
Ah okay. True, that would be possible.

But as it is now, it looks good anyway.. I will release a video in a few days..

Reworked the white slash color...


Now it's quite colorful...
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Old 15 March 2024, 20:48   #60
Tsak
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Quote:
Originally Posted by Tigerskunk View Post
Ah okay. True, that would be possible.

But as it is now, it looks good anyway.. I will release a video in a few days..

Reworked the white slash color...


Now it's quite colorful...
Love it! Great move you also dropped the outline

Besides the issue at hand I find the actual feedback from people in this case kinda fascinating. It is one of those cases that you'd get correct identification of something that doesn't visually work somehow but failing to understand why and what should be done to correct it. Sooo many comments with people suggesting the correct solution would be to make the effect transparent and assuming this is the issue...



Anyone having second thoughts please tell me what makes the above slash effect example and pixel art great:

1) Is it because it is transparent? (hint: it's not)
2) Is it because it flickers? (hint: it definitely does not flicker)
3) Is it because the effect is small or discrete? (hint: nope, it is massive)
4) Or is it perhaps that it is nicely drawn and animating properly?

Anyhow.. rant off, back to OT now
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