12 November 2021, 00:09 | #261 |
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Last minute surprises that aren’t very positive, but it’s great to read that you’re not giving up.
Courage! And congratulations for your perseverance |
16 November 2021, 22:02 | #262 |
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The hardware sprite character layer has been rewritten.
Thanks to a suggestion from Jeroen, the hardware sprites now mix DMA mode and manual mode. It runs much faster now, and the game as a whole runs 50 fps. Back to fixing bugs and finetuning. |
16 November 2021, 22:53 | #263 | |
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Quote:
I'm following this project since, what seems to be two years or so. Never provided any feedback, and felt like it's about time to thank you for posting updates regulary; and for all the time and effort you put into optimizing this game to such a degree, so that it feels like the original arcadegame. Switching the way code handles sprites from manual calls to DMA-control, for example, is no trivial stuff. But it reduces CPU overhead considerably, and therefore it's worth the effort. Must have taken you days or weeks to get it right. It would have taken weeks for me, that is for sure. I adore your dedication. |
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21 November 2021, 20:04 | #264 | |
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Quote:
You're correct. I have spent exactly 2 years on this (the rest of the team a bit less). My original estimate was 6 months, but some parts of the projects took much longer than anticipated, the 32 stages attack wave data in particular. I also took a few months off to work on Outrun, which delayed this project. Working in our spare time obviously limits the productivity, but it's full steam ahead lately. It's been a long journey for sure, but now the end is in sight. Rewriting the sprite code took about a week :-) |
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21 November 2021, 20:04 | #265 |
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21 November 2021, 21:12 | #266 |
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Still hoping for it, pressing thumbs.
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13 December 2021, 18:21 | #267 |
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Implemented hiscores, end of game message and various bug fixes. The basic game is basically complete. Still a few things to work out before release.
Last edited by agermose; 13 December 2021 at 21:19. |
13 December 2021, 18:36 | #268 |
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Congratulations on reaching this point, looking forward to this!
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13 December 2021, 22:50 | #269 |
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14 December 2021, 00:12 | #270 |
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14 December 2021, 03:16 | #271 |
Moon 1969 = amiga 1985
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congratulation for your amazing work.
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14 December 2021, 09:23 | #272 |
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14 December 2021, 20:32 | #273 |
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That is great news Been waiting for this one.
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19 December 2021, 14:27 | #274 |
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we can therefore hope to have 1942 under the Christmas tree
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03 January 2022, 18:16 | #275 |
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04 January 2022, 19:25 | #276 |
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06 February 2022, 16:43 | #277 |
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New in-game music has been delayed. Martin wants to get it just right.
I have spent the time fixing bugs in the meantime, and adding attract mode. |
06 February 2022, 22:17 | #278 |
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Awesome! Looking forward to the release!
I remember playing this and river raid as one of my earlier c64 games. Good memories. |
11 February 2022, 20:04 | #279 |
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Back to the news.
Good luck in finalizing your project |
13 March 2022, 22:42 | #280 |
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Development update.
Feedback from testers came back: The game is too difficult. I’ve been tuning the difficulty for a couple of weeks. Martin is full speed on the music. Stefan has been tweaking the attract mode. |
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