11 September 2011, 20:13 | #1 |
it's all in your head
Join Date: Feb 2011
Location: The Netherlands
Posts: 174
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Released: Red Wizard Island alpha v.0.24 (AGA)
Hello.
Finally, I can present to you the first test version of the game I've been working on. In it, you assume the role of a red wizard who has been sent for by the king. Most of the game consists of shooting fireballs at vikings. I already have ideas for other worlds, and they will be much larger than this one. (I've thought of a different way to make levels, this one is just a big iff.) Check out the video below to see the game in action: [ Show youtube player ] To download, see screenshots, and other things, go to the Red Wizard Island website. If it doesn't load, hit refresh. My hosting isn't expensive. ;-) Before playing please read the readmefirst.txt. Screenshot in the attachment, more on the site. I'm taking a break on development of this game for now. It's been a long run getting this first release ready. But it's very likely I'll release more levels and continue the storyline some time in the future. Enjoy! |
11 September 2011, 20:27 | #2 |
Zone Friend
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Location: Gargore
Age: 44
Posts: 17,789
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Thank you. There was some reason to use AGA chipset?
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11 September 2011, 21:25 | #3 |
Global Caturator
Join Date: Aug 2004
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Age: 43
Posts: 6,107
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Thanks, great to see a new game
I realize it's suppose to be night, but the graphics could be a bit brighter, I can't see shishkebab on my CRT monitor. Should be better on my real Amiga connected to a CRT TV. |
12 September 2011, 09:10 | #4 |
Moderator
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Thanks! Looks very promising
Got a bit of an issue though - occasionally when you get the ball back to the gnomes and you get taught that spell, inexplicably the screenmode appears to switch to NTSC by the looks of it - it's really stretched and the bottom of the screen gets cut off. Which is unfortunate as you can't see what you're doing. This doesn't happen every time and when it does quitting back to Workbench is the only way to solve it. Also: joystick/joypad support would be nice |
12 September 2011, 13:02 | #5 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,941
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Quick note: In Chrome the links don't work. Having a look at the page it seems the 'content' div gets a height of 0 pixel. Maybe you can have a look
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12 September 2011, 16:29 | #6 | ||
it's all in your head
Join Date: Feb 2011
Location: The Netherlands
Posts: 174
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64 colours, I need them! :P But if someone knows a quick efficient way to turn animbrushes and iff's into 32 colours while still keeping the correct palette order for all of them, I have no problem with a non-aga version.
Quote:
Quote:
In the adress bar, what do the w and h variables show? Last edited by r0ber7; 12 September 2011 at 17:10. |
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13 September 2011, 21:12 | #7 |
it's all in your head
Join Date: Feb 2011
Location: The Netherlands
Posts: 174
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Ok, quick update. I added some joystick movement support and I think I tackled the screen issue too. If anyone wants to test it out that'd be much appreciated.
http://www.psyview.nl/rwi/rwi.0.24b.lha |
13 September 2011, 21:18 | #8 |
HOL/FTP busy bee
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14 September 2011, 10:57 | #9 |
it's all in your head
Join Date: Feb 2011
Location: The Netherlands
Posts: 174
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I just installed Chrome, and everything displays fine here...
I added a css reset to be sure, but the old code displays as well. Last edited by r0ber7; 14 September 2011 at 11:02. |
14 September 2011, 13:27 | #10 |
HOL/FTP busy bee
Join Date: Sep 2006
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Display is fine, but try to click a link.
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14 September 2011, 13:32 | #11 |
it's all in your head
Join Date: Feb 2011
Location: The Netherlands
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Ah, ok. Should work now, no?
Game related: working on level editor and a new way of scrolling so levels can be much larger. Consider this first island a proof of concept. I'm setting up everything right now to be able to make big levels, so that it will be more of a voyage than just bouncing around on one island. This will take a while, but once it's set up I won't need much more code, mainly pixeling and level editing. I aim to add as little code as possible, since once this is finished I'll be porting the code to GLBasic for Windows, Linux, possibly iOS. I would also like some feedback if possible on the screen issue mentioned by Graham. Last edited by r0ber7; 14 September 2011 at 13:42. |
14 September 2011, 14:13 | #12 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,941
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Thanks, it's fixed now
Had a quick go in WinUAE 2.3.2 and no issues regarding the screenmode here. |
15 September 2011, 00:44 | #13 |
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15 September 2011, 22:31 | #14 |
Junior Member
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Looking forward to finally try this game, nice progress going !!
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17 September 2011, 17:17 | #15 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
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Looks great!
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21 September 2011, 14:12 | #16 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
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Great game, I enjoyed getting the ball back to the elves... with a little skill you can header it all the way back to them
Not managed to defeat all the vikings yet though... I must remember to jump to avoid thrown objects. Regards, Lonewolf10 |
06 November 2011, 01:33 | #17 |
AMOS Extensions Developer
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Hows the game coming along?
Regards, Lonewolf10 |
07 November 2011, 21:28 | #18 |
it's all in your head
Join Date: Feb 2011
Location: The Netherlands
Posts: 174
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I'm sorry, I should've told you guys.
I have bad news and good news. The bad news is, I've stopped working on this game. The good news is, I'm still working on this game, except not for the Amiga. After releasing in this thread, I did some pondering. I could code the whole thing for Amiga, which would mean a select base of players and a constant battle with cpu, memory, etc. Or I could switch the code to a Basic variant for newer systems and do all the stuff I really want to do without any hassle, maybe even make some money off it. I chose the latter. The game has changed a lot since its first conception. Check out the latest video here: [ Show youtube player ] If you still want to play this and you have no problem playing this on your PC, Android, iPhone, Linux box, or Mac, subscribe to my development blog for updates: http://www.psyview.nl/blog/ I'm aiming for at least a demo release in february 2012. Once again, I'm sorry to let down the Amiga folks. It's now more of a tribute to the Amiga (I'll throw in a boing ball somewhere definitely, and some praise about the Amiga ), and I couldn't have done it without the help of the Blitz Basic people around here. If you want to test out, the EAB people will definitely be among the first to receive my test invites. |
07 November 2011, 22:02 | #19 | |
Zone Friend
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Quote:
Last edited by Raislin77it; 07 November 2011 at 22:03. Reason: fixed some typos |
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08 November 2011, 07:58 | #20 |
BlizzardPPC'less
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It's gone almost the same way as Babylonian Twins...
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