04 March 2017, 20:23 | #21 |
Pixelglass/Reimagine
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Very cool, well done!
Are the enemies/character gfx just placeholders or original? They look pretty lovely! *edit: I'd suggest to implement scolling the screen down when you press 'down', so you can safely track your route when you want to move that way. Blind jumps are unfair when it involves moving characters and hazards in those platforms. Last edited by Tsak; 04 March 2017 at 20:32. |
04 March 2017, 21:06 | #22 | |
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Quote:
And yeah, the blind drops are unfair, the scrolling system is still evolving. It's a bit of a challenge because I want the character to move really quickly and that can make it difficult to keep the character on the screen without jerky scrolling. |
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09 March 2017, 23:12 | #23 |
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Damn, this already looks totally awesome. Can not wait to see the final version. Blocky Skies was already an excellent game, very innovatine and fun! Good work man!
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11 March 2017, 07:01 | #24 |
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I made a small video as I tested out adding a small game optimisation. It shows me working out the FS-UAE visual DMA debugger and also highlights some debug features in my game that make it easy to measure optimisation speed.
Something a bit different from your average "work in progress" game demo. [ Show youtube player ] |
13 March 2017, 15:18 | #25 |
Join Date: Jul 2008
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Good video it's always interesting to see how people go about these things.
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14 March 2017, 10:20 | #26 |
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Probably the #1 bit of feedback from Blocky Skies, resolved for the new game:
Works for both the trackloader and HD versions. Not sure about CD32, is there any non volatile storage on it at all ? |
14 March 2017, 10:29 | #27 |
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The CD32 has a few kB of NVRAM, yes.
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14 March 2017, 10:30 | #28 |
ex. demoscener "Bigmama"
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14 March 2017, 10:30 | #29 |
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14 March 2017, 10:32 | #30 |
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14 March 2017, 10:34 | #31 |
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14 March 2017, 10:35 | #32 |
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15 March 2017, 14:57 | #33 | |
ex. demoscener "Bigmama"
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Quote:
There's a thread about all of that right here on the forum, iirc. |
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07 May 2017, 03:38 | #34 |
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I have been side tracked a little bit the past few weeks as I adapted the Climby Skies engine to do a little game demo for the Amiga Wave guys.
Sneak peek: [ Show youtube player ] |
07 May 2017, 07:23 | #35 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
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If they fancy some tune for the high score i autorize them to use this tune, strongly inspired by the firemen choir scene that i did like ten years ago... let me know and will send you the mod file
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13 August 2017, 22:30 | #36 |
Inviyya Dude!
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18 August 2017, 11:02 | #37 |
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tried to compile climby skies from github sources, no luck, did anyone successully compiled the whole project and help me doing it on a ubuntu 14.04 laptop?
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18 August 2017, 11:05 | #38 |
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24 August 2017, 14:54 | #39 |
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after a few troubled days and with some help from alpine9000 I managed to compile and produce a valid adf file out of the sources, I followed the instructions but it was not so easy, I stumbled upon some code errors caused by updated libraries, files not longer available and more but at the end I succeeded.
To prevent losing the compile environment and to port it to other machine I decided to write a Docker image, so, if you have Docker installed on your system and you want to compile this game it's very easy and can me done with 2 instructions 1. git clone https://github.com/alpine9000/climbyskies.git 2. docker run --rm -it -v #CLONEDGAMEDIR#:/project/repos/climbyskies ozzyboshi/climbyskies The image is quite big (about 3 gigs) because of bebbo's gcc compiler that is mandatory to compile. You will probably encounter a compilation error saying that the P61 files are missing, you can use your own music files to build this project or ask help from alpine9000 directly. Don't look for them inside the alpine9000's github repository, he won't publish it due to copyright issues. |
26 August 2017, 00:56 | #40 | |
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