18 April 2022, 02:24 | #2081 |
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Yeah you could be right, all the player tank instants are underscore, enemy are minus
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18 April 2022, 02:29 | #2082 |
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That fixed that problem, thanks guys. Wonder if its something that can be easily fixed.
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18 April 2022, 02:32 | #2083 |
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Last edited by flibble42; 18 April 2022 at 02:56. |
18 April 2022, 06:21 | #2084 |
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Can i use this image for a trans/shadow effect? Actually how do i load it?
It needs to be 3x the size at 1btp, which i can do. I'm sorry for all these questions, i just know that in AMOS i could of grabbed the whole thing and blitted it, but i also understand that Scorpion is going for speed. Last edited by flibble42; 18 April 2022 at 07:16. |
18 April 2022, 09:05 | #2085 |
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Thought i would have a play with Pro Motion NG while i waited for you guys to wake up..
I think it will be quite easy to learn as i have not used DPaint in 30 years Here comes another question, can Scorpion use hires modes? Thinking Spy Hunter. Last edited by flibble42; 18 April 2022 at 10:58. |
18 April 2022, 11:06 | #2086 |
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Scorpion only support PAL lowres at the moment, aka 320x256 maximum, plus other limitation for the scrolling area. A game with lower or upper panels can get to 256 x 256. Game fullscreen panels can get to 320x256. Usual panel limitations apply (no sprites nor scrolling etc on panels, which are semi-static).
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18 April 2022, 14:18 | #2087 |
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@flibble42 no support for highres or interlace etc yet. In regards to translucency, basically just edit the mask and delete the bitplanes that you don't want to blit, that should do the same as the AMOS mask commands (note that the translucency demo was ported from AMOS, and the AMOS source code is at https://bitbeamcannon.com/amiga/)
- is not allowed in names because it's minus (so if you call an actor FOO-BAR it confuses the expression engine which thinks that means FOO minus BAR) Tank control will come in future, though I really want to be able to handle proper racing car controls as well for games like Micro Machines and Skidmarks. --- Latest experimental demo check in: - Fixes for A500 mini (in particular, AGA detection) - Moved more code from the core engine into codeblocks - Added ability to set SSCAN2 flag for AGA only (sprite doubling) - New AGA exclusive "GothicVania" demo. (Unlike Scorpion's standard parallax for OCS, this actually runs well on the mini, but has it's own set of quirks and restrictions) Last edited by earok; 18 April 2022 at 14:25. |
18 April 2022, 20:27 | #2088 |
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Don't forget gravity games like Thrust and Lunar Lander.
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18 April 2022, 21:50 | #2089 |
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earok: That game looks fantastic! That is how to impress using the AGA chipset. How can I try it?
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18 April 2022, 23:40 | #2090 |
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Its not a game, per se, but a demonstration of new AGA parallax. It comes bundled with the latest build on earok's github if you want to check it out. Does look awesome indeed! Will certainly have a bash at trying this out when I have some time. Great update
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19 April 2022, 11:13 | #2091 | |
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Quote:
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19 April 2022, 14:48 | #2092 |
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Errm, dumb question time, how do i make my sprite fire once and not fire again until the shot leaves the screen or hits something?
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19 April 2022, 16:01 | #2093 |
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Set up a variable using ammo.
In the actor tab you can set the player to the ammo variable. In your startup have ammo set to 1 and replenish this when your particular projectile is destroyed or leaves the screen. |
19 April 2022, 17:07 | #2094 |
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Sounds like a plan
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19 April 2022, 18:08 | #2095 |
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Just so you know, i currently have no idea how to do that, i'm just using Scorpions default settings.
I haven't really looked at the programming side yet. Last edited by flibble42; 19 April 2022 at 18:16. |
21 April 2022, 21:01 | #2096 |
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A short attempt at simple AGA parallax following earok's stream earlier.
The colours are a bit off but still [ Show youtube player ] |
21 April 2022, 21:25 | #2097 |
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That looks amazing! Great job.. Wow what a neat idea if you wanted to carry on with more of Pacland too.. Seems like a really sensible game to port considering your experience with Wonderboy.
Has anyone tried these aga parallax experiments on a real amiga yet? that wobbly Y alignment PS1 texture glitch looking thing is more apparent on a cel shaded game but I'd not consider it a deal breaker, especially if it only does it under emulation. |
22 April 2022, 01:01 | #2098 |
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Had a fun time on stream last night with Mixel updating the GothicVania demo in experimental to be more like an actual game. Probably another one or two more streams before the conversion of the Phaser.JS original is more or less completed.
--- @AcidBottle looking pretty cool! --- @Mixel I'm not totally sure what's causing the tearing on the AGA parallax, I haven't tried it on my CD32 yet but I'll try it in the next few days. I might otherwise have to have a closer look at Fantastic Dizzy AGA (I don't believe that has tearing but I think they're doing sprite parallax somewhat differently to the way I did it, when I had a brief look it didn't seem like they were using the SSCAN2 flag like I do) |
22 April 2022, 08:13 | #2099 |
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Cheers mixel, parallax doesn't seem to have given many people any bother but had been struggling to wrap my head around it for some reason! Didnt manage 2 separate sprites but probably missed something. Did notice the tearing, if its only on emulation then its no big issue, yet to test on a real amiga tho, as yet.
Would be keen on giving a pacland port a go at some point, it is certainly one of the more "do-able" ones out there Those streams are great earok, keep them rolling |
24 April 2022, 14:06 | #2100 |
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Cheers AcidBottle
--- Latest experimental update sponsored by Bit Beam Cannon: animation auto flip. Some notes: * If you want an animation to be auto flipped, it has to end in "_r" or "_l". Once you've ticked the box, the counterpart is generated automatically, and any changes you make to the original will carry across to the new one (eg, if you have "mychar_walk_r", it will generate a virtual "mychar_walk_l" animation that doesn't exist in the project files) * It takes into account the size and offset of both the frame and the melee box, so it's safe to use for melee attack animations. * I've also upgraded the manual flip button to offset the frame and melee box (so if for some reason, you still want to make a manual flipped animation, ticking the box will put both the frame and the melee box on the other side) Also went on stream for three hours with Mixel and polished up the Gothicvania demo a bit more, adding the rest of the enemies, some sound effects, and general fixes. |
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