27 May 2014, 10:21 | #581 |
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Small teaser for the upcoming demo.
Last edited by derSammler; 30 August 2023 at 10:06. |
27 May 2014, 22:29 | #582 |
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Looking good!
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29 May 2014, 00:11 | #583 |
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published today
[ Show youtube player ]
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29 May 2014, 02:42 | #584 |
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So very Amiga. Cool!
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29 May 2014, 10:11 | #585 |
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Note, however, that this is just a video of the old Amiga demo from 1994 (still in the zone) and nothing that is currently being developed.
No idea why the uploader added "1993:Space Machine" to the title, as that makes it ambiguous. |
29 May 2014, 14:01 | #586 |
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I see, it looked a bit frustratingly difficult in the video imo. It being old explains much.
So demo for pc? |
29 May 2014, 14:15 | #587 |
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What's wrong by adding (1993 - Space Machine)?
I put it as a reference in parentheses. At last, after all, the origin of "1993 SM" is the Shenandoah, right? ...and looks the same |
29 May 2014, 14:36 | #588 |
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Because "1993: Space Machine" is how the new version is called since 2014. It's simply not how the game was called back then. Calling it so may make people think there's an Amiga version coming, too. Of course, there's nothing wrong to mention both names, but then there should be a description explaining that.
I don't think so. Have you seen the latest screenshot? 1993: Space Machine: http://modestystudio.tumblr.com/image/86490273285 Shenandoah: (2009 design, "as it was to be on Amiga") http://eab.abime.net/attachment.php?...7&d=1334409784 Both are showing level 2. I don't think 1993: Space Machine will resemble much of the truly orignal Amiga design. That's why I'm going to finish my version by all means as well. |
29 May 2014, 20:36 | #589 |
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Okay, so I eliminate "1993: Space machine"
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01 June 2014, 13:18 | #590 |
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Whoops, almost forgot that I wanted to release demo 3 yesterday.
Yesterday, I implemented a yet "missing" collision check that checks collision between enemy bullets and level structure. Completely irrelevant for gameplay, but it makes the game (mainly level 5, actually) look more realistic, as enemy bullets no longer go through walls while leaving the screen. By doing some other change earlier, I broke the 2-player mode, which now makes the game crash after exactly 2 seconds in-game. |
02 June 2014, 11:14 | #591 |
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Bug in 2-player mode fixed.
Expect the demo 3 later today or tomorrow at the latest. |
02 June 2014, 13:39 | #592 |
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Good. Will try it out.
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02 June 2014, 13:55 | #593 |
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03 June 2014, 00:30 | #594 |
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Downloading...
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03 June 2014, 00:44 | #595 |
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Its good stuff indeed. I hate keyboard controls never got used to them myself...I shall see if i can find a joypad to hook up to to my laptop...
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03 June 2014, 10:17 | #596 |
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Let me know how playing with a joypad works for you. So far, the game has only been tested with an original Xbox controller, which was also used to define the joystick's deadzone.
Fortunately, the laptop I'm developing on has very nice cursor keys. I'm playing with keyboard all the time and it really works great. |
13 July 2015, 11:33 | #597 |
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well, seems space machine has run silent for a while now. I still hope that Krister gets something out of this.
speaking of which, any news on shenandoah itself? |
08 August 2015, 12:15 | #598 |
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08 August 2015, 21:18 | #599 |
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08 August 2015, 21:25 | #600 |
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It is. The game can be compiled with all levels playable till the final endboss. However, difficulty is way off and tweaking takes much more time than I expected. Also, many enemies are not satisfactory. I guess it's right what people say: the last 10% take 90% of the time.
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