15 September 2021, 11:05 | #161 |
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Pac Man
Galaga Neo Geo Rygar 1943 Rampage WWF superstars Kung Fu Master Double Dragon Best I can do, probably 1 or 2 wrong there! Every single one a classic to, as this port/remaster is destined to be |
16 September 2021, 23:38 | #162 |
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Another update on progress...
Due to popular demand I removed the scream from the enemy hits. [ Show youtube player ] Coming along nicely. |
17 September 2021, 08:58 | #163 |
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Is that new character towards the end of the video someone from the Blue Oyster Bar? *g*
No, seriously, I love the new scenes, they remind me a lot of Last Ninja 2. |
17 September 2021, 09:34 | #164 |
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I'm not joking, but that has made me laugh a lot! So much so that I'm gonna name him Blue Oyster in the source code.
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17 September 2021, 13:16 | #165 |
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This is getting better!
What a desire to try it! |
17 September 2021, 14:20 | #166 |
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17 September 2021, 15:03 | #167 |
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I couldn't decide if he was carrying a truncheon or if he was just pleased to see me.
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17 September 2021, 15:55 | #168 |
It's all in the reflexes!
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17 September 2021, 17:02 | #169 |
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18 September 2021, 02:51 | #170 |
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You know we're nostalgic assholes, if possible it would be good if we could have arcade perfect KFM and this wonderful improvement. But whatever you deliver we'll be very happy
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18 September 2021, 13:31 | #171 |
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This is looking fantastic !!!, congratulations ...
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19 September 2021, 21:44 | #172 |
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Smallish update here for #19...been a busy weekend.
[ Show youtube player ] There's two sets of sprites that live in slow ram. Both sets are 192 pixels in depth. In Chip ram I only have enough space for 1 sprite bank of 192 pixels in depth. So what I'm doing is that at specific points I'm "streaming" the sprite banks from slow ram into fast ram which is giving a variation on the enemies. I'd be interested to know if this technique has been used in any other Amiga games from the veteran programmers here? Graeme |
20 September 2021, 00:30 | #173 | |
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Quote:
So you only change their head? Great! I notice some white shirted baddies change their outfit's colour when dying... And, what's that elbow hit? Does it plays automatically when enemies are closer than "normal punch" range or is it a move the player must choose? Are you implementing two buttons joysiticks? Great work, BTW!!! |
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20 September 2021, 00:33 | #174 |
Ex nihilo nihil
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1:23 a sprite enemy is changing upon hitting/dying
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20 September 2021, 00:36 | #175 | |
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I dont know ehat u mean about the elbow, they are player punches. Kick with button 1 and punch with button 2. People will need a two button joystick to play the game. |
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20 September 2021, 00:44 | #176 |
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Still looks great.... and appears to play really well, too. Very slick.
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20 September 2021, 03:01 | #177 | |
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By "sreaming" are you saying its done/copied within a VBL? Just trying to understand what youre doing. |
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20 September 2021, 08:23 | #178 | |
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Quote:
Good idea! I used that in two games too: 'Tiny Bobble' I copied the player animation frames from slowram to chipmem as needed. As the game had tons of animations and a two player mode (and 2nd player had a different color) it was simply not possible to have everything in chipmem. To spread the cpu load I think I copied the player images on even frames for player one and on odd frames for player two. 'Tinyus' There i unpacked new enemy gfx from slowmem to chipmem while the game was running. I used doynax, which is fast enough for the job. Although the game could halt for a frame (on A500) people didn't seem to notice |
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20 September 2021, 08:56 | #179 | |
Inviyya Dude!
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Quote:
Could avert it so far, though. |
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20 September 2021, 09:57 | #180 | |
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Thanks, Graeme |
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