English Amiga Board


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

 
 
Thread Tools
Old 18 April 2022, 02:24   #2081
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
Yeah you could be right, all the player tank instants are underscore, enemy are minus
flibble42 is offline  
Old 18 April 2022, 02:29   #2082
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
That fixed that problem, thanks guys. Wonder if its something that can be easily fixed.
flibble42 is offline  
Old 18 April 2022, 02:32   #2083
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
Enemy tank now active and tracking, cool
Latest version


PanzadromeZX.rar

Last edited by flibble42; 18 April 2022 at 02:56.
flibble42 is offline  
Old 18 April 2022, 06:21   #2084
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
Can i use this image for a trans/shadow effect? Actually how do i load it?
Name:  PanzadromeLogo.png
Views: 519
Size:  423 Bytes
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.
flibble42 is offline  
Old 18 April 2022, 09:05   #2085
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
Thought i would have a play with Pro Motion NG while i waited for you guys to wake up..
Name:  PanzadromeLogo-TouchedUp.png
Views: 523
Size:  730 Bytes


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.
flibble42 is offline  
Old 18 April 2022, 11:06   #2086
griffon
Registered User
 
Join Date: Nov 2021
Location: Italy
Posts: 39
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).
griffon is offline  
Old 18 April 2022, 14:18   #2087
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
@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.
earok is offline  
Old 18 April 2022, 20:27   #2088
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
Don't forget gravity games like Thrust and Lunar Lander.
flibble42 is offline  
Old 18 April 2022, 21:50   #2089
nikosidis
Registered User
 
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
earok: That game looks fantastic! That is how to impress using the AGA chipset. How can I try it?
nikosidis is offline  
Old 18 April 2022, 23:40   #2090
acidbottle
Registered User
 
acidbottle's Avatar
 
Join Date: Jul 2018
Location: Scotland
Posts: 821
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
acidbottle is offline  
Old 19 April 2022, 11:13   #2091
alexh
Thalion Webshrine
 
alexh's Avatar
 
Join Date: Jan 2004
Location: Oxford
Posts: 14,337
Quote:
Originally Posted by nikosidis View Post
Quote:
Originally Posted by earok View Post
Latest experimental demo check in:
- 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)
earok: That game looks fantastic! That is how to impress using the AGA chipset. How can I try it?
https://github.com/earok/scorpion-ed...icvania/output
alexh is offline  
Old 19 April 2022, 14:48   #2092
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
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?
flibble42 is offline  
Old 19 April 2022, 16:01   #2093
acidbottle
Registered User
 
acidbottle's Avatar
 
Join Date: Jul 2018
Location: Scotland
Posts: 821
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.
acidbottle is offline  
Old 19 April 2022, 17:07   #2094
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
Sounds like a plan
flibble42 is offline  
Old 19 April 2022, 18:08   #2095
flibble42
Registered User
 
flibble42's Avatar
 
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
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.
flibble42 is offline  
Old 21 April 2022, 21:01   #2096
acidbottle
Registered User
 
acidbottle's Avatar
 
Join Date: Jul 2018
Location: Scotland
Posts: 821
A short attempt at simple AGA parallax following earok's stream earlier.

The colours are a bit off but still

[ Show youtube player ]
acidbottle is offline  
Old 21 April 2022, 21:25   #2097
Mixel
Registered User
 
Mixel's Avatar
 
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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.
Mixel is offline  
Old 22 April 2022, 01:01   #2098
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
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)
earok is offline  
Old 22 April 2022, 08:13   #2099
acidbottle
Registered User
 
acidbottle's Avatar
 
Join Date: Jul 2018
Location: Scotland
Posts: 821
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
acidbottle is offline  
Old 24 April 2022, 14:06   #2100
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
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.
earok is offline  
 


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

Similar Threads
Thread Thread Starter Forum Replies Last Post
2D Platformer Engine carrion Coders. Blitz Basic 27 06 June 2019 14:35
New Chaos Engine!! arpz Retrogaming General Discussion 75 31 August 2013 22:20
F/S Warp engine 32 mb tabuhuso MarketPlace 0 24 February 2012 15:13
PC Engine CD TodaysForgotten Retrogaming General Discussion 47 13 May 2009 23:57
Scorpion (100% working) andreas request.Old Rare Games 13 01 August 2003 08:48

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 15:32.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.26444 seconds with 16 queries