31 October 2012, 09:40 | #1 |
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Overflow: Pipemania Clone
Guys,
I started programming a pipemania clone in Amos in 1995. Anyway I recently started looking into getting back into it as this is a project I never finished. I have started a bit of coding (Currently, nothing much whatsoever) but I am planning to work on this as and when I can. Attached are links to some of the GFX we did in 1995, The original gfx artist isn't interested in resuming here, as we lost touch and attempts to get him back involved have failed. If anyone is interested in helping out with gfx, sfx, music and suggestions, idea's etc please let me know. Originally this was planned to be a basic 1:1 clone, but there is opportunity to improve massively on the original. |
31 October 2012, 18:42 | #2 |
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I am going to use this post to track what I have done/am planning to add
Done
To do
Ideas and suggestions (Please post in the thread and I'll update this)
Gfx, Sfx and Music suggestions s2325 : music suggestions
Last edited by BippyM; 12 April 2021 at 18:23. |
31 October 2012, 20:03 | #3 |
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I would be happy to help, unfortunatelly I will have a lot of work with Remainder
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31 October 2012, 21:09 | #4 |
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music suggestions:
black nigger by Sine: http://amp.dascene.net/downmod.php?index=30562 vision.opt by Dolphin: http://amp.dascene.net/downmod.php?index=20463 |
31 October 2012, 22:02 | #5 |
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Predseda,
Thanks for the offer, and I understand how busy you are. If I get this finished I might see if Remainder want to release it. The original "name" I chose back in 1995 was Criterion Software (yes seriously). Oh the irony! |
31 October 2012, 23:58 | #6 |
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Okay I have updated some of the gfx and have the intro screens running (no sound/music currently).
Next to implement the main menu, and then start the actual game |
06 November 2012, 17:45 | #7 |
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Slightly updated the game screen. This will have 2 coplists. I will make further improvements at a later date.
I now need to get down to programming this Last edited by BippyM; 08 November 2012 at 20:08. |
08 November 2012, 12:44 | #8 |
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Imho the main graphics looks really good!
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08 November 2012, 19:24 | #9 |
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Thanks,
The pipes look good I think, they just need some tweaking. The background on the other hand leaves a bit to be desired. |
09 November 2012, 10:01 | #10 |
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I've given you a plug in today's blog post.
http://amigagamer.blogspot.co.uk/201...nia-clone.html No pressure |
09 November 2012, 10:16 | #11 |
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Thinks mate, that's great stuff.
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17 November 2012, 13:41 | #12 |
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Increased the number of frames per piece of pipe from 12 to approximately 42.
This is to allow smoother animation. To speed the flow up I'll simply skip animation frames. (Would this be the best way to accomplish this?) |
17 November 2012, 16:45 | #13 |
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Well I have figured out how to save more chipram, and have less sprites. Pretty obvious really
Anyway attached is a shot of some of the new sprites. Naturally I need a LOT less than this!! There are two attachments. The first one shows the number of sprites I originally went with. The second shows how many I actually need (I still have a few to do and more pieces to design!) Please give me feedback people! Last edited by BippyM; 17 November 2012 at 17:22. |
17 November 2012, 19:27 | #14 |
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But if you go with only the 2nd attachment sprites, you won't be able to draw the "liquid" inside the pipes.
You will at least need a full set of full(yellow) pipes. And you don't have enough gray(empty) pipes to draw all corners and connexions either, but that's probably the sprites you said were still missing. |
17 November 2012, 21:26 | #15 | |
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Quote:
With respect to ideas or suggestions, i think that you should take a look to Pipemania for iphone or ds for inspiration how they upgraded the basic idea |
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18 November 2012, 21:09 | #16 | |
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Quote:
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18 November 2012, 21:26 | #17 |
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So, you finally found your lost Amiga mojo. Looks really nice, bippy.
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22 November 2012, 18:43 | #18 |
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Yeah got the mojo back lol.
I have now figured out the animation process and seem to have that working separately. Next to get the player(s) cursors moving smoothly, and quickly across the game board and with the "next" piece to plant in it. I have also optimized the palette and removed unused colours. This gives me around 12 spare colours so I think I can do a bit more with the game board. Time to start thinking about the actual data collection and formats required to identify puzzle piece underneath the cursor, or next for the flow direction etc. I also think I can run this at 50fps and just check every other frame.. Hmmm shall see |
16 January 2013, 20:02 | #19 |
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Guys,
I'm currently arranging the sprite sheet to convert into the correct format for the game. Attached are all the possible pipe pieces for player 1. Can anyone think of any other pipe shapes that could be utilized? I am specifically looking for more pieces for later in the game etc. Cheers |
17 January 2013, 00:38 | #20 |
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Some boring info for the sprites:
Currently there are 72 sprites, not including the toilet and end pipes I still need to add. Each pipe has approximately 44 frames of animation. That's approximately 390+ possible frames of animation (although there wont be more than a few redraws happening per frame!) The animation frames take up 26kb of space, but this will increase when I add the final frames and any other potential pipe pieces/shapes. |
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