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Old 07 August 2020, 15:18   #101
DamienD
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Looking very good

Invent; maybe after Boss Machine is complete you could team up again with Auscoder to bring your original Proxima 3 - Red Dwarf Star to life; and pickup where yourself and sandruzzo left off?

Now that would be something special indeed
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Old 07 August 2020, 15:29   #102
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Looks pretty cool, however the mouth movement looks more like a sock puppet
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Old 07 August 2020, 16:19   #103
wiz12
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Looks pretty cool, however the mouth movement looks more like a sock puppet

Now that you mention it, it does.
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Old 08 August 2020, 00:40   #104
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Looks fantastic.
Does it really matter if fastram is required? Cant imagine any A1200 owner today not having fastram simply because its needed for whdload. I know there are purists but i dont think its crazy to expect a few meg of fastram on A1200s
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Old 08 August 2020, 00:42   #105
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Looking very good

Invent; maybe after Boss Machine is complete you could team up again with Auscoder to bring your original Proxima 3 - Red Dwarf Star to life; and pickup where yourself and sandruzzo left off?

Now that would be something special indeed
Did you see this too?
Red Dwarf Star
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Old 08 August 2020, 01:49   #106
Auscoder
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Quote:
Originally Posted by Neil79 View Post
Looks pretty cool, however the mouth movement looks more like a sock puppet
Quote:
Originally Posted by wiz12 View Post
Now that you mention it, it does.
Yeah we have a trademark on that. SockPuppetTech101 Abbreviated. SPT101 (tm)
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Old 08 August 2020, 09:56   #107
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Looks fantastic.
Does it really matter if fastram is required? Cant imagine any A1200 owner today not having fastram simply because its needed for whdload. I know there are purists but i dont think its crazy to expect a few meg of fastram on A1200s
Fastram will not be required. The code is a little intensive to simulate the joints so currently runs fine with fast, but suffers under chip only. Optimizing will not be a problem as implementation is a little naive as per this demo.

We would like to keep it running on 2MB chip, even though we agree most A1200 users will have fast ram, many CD32 users will not... Sadly....
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Old 08 August 2020, 09:58   #108
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I've always loved those snake like enemies in shoot em ups. Great stuff.
On a side note, I'm still not completely over just how great that background looks. Awesome gradient, awesome line scrolling
Thanks! I have not seen a snake/dragon quite as technical in an Amiga game, so I hope this guy will be something special when we release. Invent's art continues to be amazing. I am lucky enough to look at it each day.
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Old 10 August 2020, 10:52   #109
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Fastram will not be required. The code is a little intensive to simulate the joints so currently runs fine with fast, but suffers under chip only. Optimizing will not be a problem as implementation is a little naive as per this demo.

We would like to keep it running on 2MB chip, even though we agree most A1200 users will have fast ram, many CD32 users will not... Sadly....
Very true and makes sense
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Old 10 August 2020, 12:27   #110
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There are some games that detect if you have extra mem. or not and with more mem. you will have more features. Example is Uridium II.

For CD32 it is possible with CD audio playback. For A1200 it could be that with no fast you get no in game music and with 2MB fast or more you get in game music, sfx with higher quality sample rate etc.
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Old 11 August 2020, 03:27   #111
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looks great.
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Old 04 September 2020, 10:13   #112
invent
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New Background Theme

Hey Everyone, Just incase you missed it, one of our newer backgrounds, we have a few animation effects to add to it. Currently Dan the coder and myself a still quite busy with other work/projects

304 colours, 19 Parallax layers

Edit: One of the lovely extra things we can do is animated the parallax splits and or colour cycling. (brainstorming ideas but always welcome new ones).
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Old 04 September 2020, 12:48   #113
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Wow, it looks amazing
Yes, I know this is simple comment.
I believe You know perfect how to design Your game.
I like colors and art style for what I have seen.
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Old 12 January 2021, 12:23   #114
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Hello

Any news about Boss Machine? I hope project is still going.
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Old 12 January 2021, 13:55   #115
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Hi Solo, you must of read my mind, wanted to post something today.

While I have been busy on other projects, Boss Machine has been playing on my mind and posted a higher resolution of the attachment on my Patreon site.

Status of project is on hold for the moment. Currently finishing “Reshoot Proxima III”, and helping out with “Aquabyss” for the Amiga, as well as helping out our good friend Graeme on some box art work for “Super Sprint”.

If you have any suggestions for themed backgrounds you might like to see please let me know, as of today was just collecting what I’d been working on, plan 6 levels themes and have three done so far.

Our very talented coder is also super busy, but we will keep you informed if something new happens for the project.
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Old 12 January 2021, 14:03   #116
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Amazingly, some of these look even better than the test stage you've already been showing off

Great work
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Old 12 January 2021, 14:14   #117
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These backdrops are fantastic! In my opinion you could add a purely spatial level, perhaps with burning stars, black holes in the background, galaxies, or some kind of phenomenon related to space.
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Old 12 January 2021, 15:10   #118
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Honestly what I see already is pretty impressive !!! Just make sure this doesn't go by the wayside ...
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Old 12 January 2021, 20:40   #119
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All screenshots (except "Slimeworld") are looking great. Slimeworld theme looks some kind of unfinished.
Is planned one theme - one level, or change during level? Are planned longer backgrounds or only repeated with current size?
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Old 12 January 2021, 21:51   #120
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The bottom middle and right scenes remind me of Shadow of the Beast and Lionheart.
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