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Old 07 August 2018, 22:11   #1
spud
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Discussion: Vamp and the Pork Pie Escapade

Title: Vamp and the Pork Pie Escapade

Genre: Single screen platformer.

Original concept: Hopefully.

Expected game size: Unknown, but at least two levels. Need to keep expectation low.

Team members (Real or forum names):
Mainly me at the moment.
Forum member jvdw007 will probably contribute graphics.

Targeted spec: A500, 512K or 1MB depending on inefficiencies

Tools to be used:
Amiga:
Devpac 3

PC:
ConTeXT
GrafX2

Description of game: Probably a cutesy horror theme.

Last edited by spud; 30 October 2018 at 14:44.
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Old 07 August 2018, 22:36   #2
DamienD
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Nice one spud, good to see more people joining the competition and all the best with your game

...when you've worked out a suitable title, let me or any other GM know and we'll update this thread plus the Entry: [insert title here] thread underneath the Coders. Entries section
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Old 07 August 2018, 23:28   #3
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Damn that's my 3rd place gone
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Old 08 August 2018, 00:31   #4
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Good luck, I hope insert title here remains the title
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Old 08 August 2018, 00:49   #5
spud
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Quote:
Originally Posted by E-Penguin View Post
Damn that's my 3rd place gone
Haha, don't worry, I haven't managed to complete a development project in a very long time

May the best man come third!
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Old 08 August 2018, 04:00   #6
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I've never written a game before so I'd also like to register for the 3rd place contest.
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Old 18 August 2018, 17:48   #7
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A week on and what have I done?

- Managed to get the keyboard interrupt code working correctly I think. On previous projects I didn't bother getting it working properly, it was never a big problem really but always annoyed me.

- Plugged in phx's Protracker+effects module. I used it on MobyDX so it was just a case of linking my previously built binary in.I had some weirdness with it despite it working before no problem, but then I have weirdness everytime I code on Amiga and it is working fine now.

- JVDWhathisname007 has mocked up some sprite concepts so that is nice, here is an example.
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Old 18 August 2018, 21:54   #8
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Nice

Thought of a title yet?
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Old 19 August 2018, 10:35   #9
spud
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Ha, no!
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Old 19 August 2018, 11:33   #10
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Looks good... there's definetely a Monsters Inc theme going on there so something like 'Monster Carnage' might work.

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Old 28 August 2018, 00:04   #11
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Weekly update time I suppose.

Some stuff done. I've hacked together some of my routines I've previously used in the Moby games for blitting stuff to screen. They work well enough as they did before but they're horribly inefficient. I need to try and get my head around blitting stuff in one blit using the modulo (so I've read anyway) to do the clever stuff as setting up three separate blits for for each monster leaves me... somewhat flaccid.

I've done some bug fixes on some of the stuff I did last week. Expect that to be a recurring theme throughout

No name game name yet either.
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Old 28 August 2018, 00:06   #12
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Ha, thanks for the suggestion, but no thanks I like my titles to be more of a mouthful, perhaps.
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Old 10 September 2018, 00:01   #13
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Added in some joystick controls. I will support two fire buttons in this, but give the player the option to select between an up for jump or second fire button for it. So that's nice, yep.
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Old 29 October 2018, 00:34   #14
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Oops, I took one and a half months off. Back on it now though.

We're testing animations out at the moment, so far they look crap
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Old 30 October 2018, 14:11   #15
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Graphics actually looks good. I love that old school hand drawn style.
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Old 19 November 2018, 01:03   #16
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Slow progress as always. I've finally put in some jumping code. It is pressure sensitive. Well not really, more hold it down longer for a higher jump. I've also spent time with the Hardware Reference Manual figuring out a glitch in my sprite code that I've re-used from the Moby game. It worked fine there because sprites were never low enough on screen (I wasn't setting the VSTOP high bit in SPRxCTL; that's fine until stuff starts dropping down low). I also spent lots of time implementing the gravity and platform detection. It naturally glitched but I finally figured out why.

The deadline is February 2020, right?
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Old 25 November 2018, 17:04   #17
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Finally after weeks, nay, years of overthinking interleaved bitplanes I finally understand how simple they are and I've recoded all my graphics routines to use them. Today is a good day.
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Old 25 November 2018, 20:50   #18
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Looking forward to this.
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Old 26 November 2018, 17:24   #19
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Looking forward to this.

I hope I manage to deliver something decent !
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Old 09 December 2018, 22:17   #20
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I've spent some time writing the generic enemy movement and animation code. Every step forward comes with several steps back with bugfixing as always so I've taken inspiration from McGeezer's debug information read-out he has at the bottom of his screen and written my own. It immediately helped speed up bug fixing so that is great.

I've also moved over to building with vasm/vlink on the PC today which has also increased efficiency.

JVDWhathisname007 has now supplied four sets of enemy sprite graphics which look great.

Suff continues to move at a snails pace but Rome wasn't built in a day apparently.
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