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#1 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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#2 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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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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#3 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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Damn that's my 3rd place gone
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#4 |
Global Moderator
Join Date: May 2001
Location: Derby, UK
Age: 46
Posts: 2,304
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Good luck, I hope insert title here remains the title
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#5 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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#6 |
Registered User
![]() Join Date: Dec 2017
Location: Austin, TX
Age: 41
Posts: 418
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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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#7 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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#8 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Nice
![]() Thought of a title yet? ![]() |
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#9 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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Ha, no!
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#10 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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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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#11 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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#12 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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Ha, thanks for the suggestion, but no thanks
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#13 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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#14 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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#15 |
Registered User
Join Date: Feb 2009
Location: Amiga
Posts: 465
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Graphics actually looks good. I love that old school hand drawn style.
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#16 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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#17 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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#18 |
uber cool demi god
![]() Join Date: Jun 2006
Location: Kent/England
Posts: 2,073
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Looking forward to this.
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#19 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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#20 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
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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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