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Old 18 October 2021, 13:25   #1161
Mathesar
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Loads of news here: https://discord.gg/zKCeXxC6nU

Here's a general synopsis for anyone sticking to EAB:

-KK's working on stairs and variable height, fixing loads of bugs, taking in community feedback and expanding the tool and options for mapmakers. A new video is planned to be released at some point, picking up from where we left it.

-I'm continuing expansion of the assets, latest mapmaking SDK has almost quadruple the amount of textures released with the first demo, plus a lot of new floor and ceiling colors and combinations.

-A lot of people from the community have started making new maps using the mapmaking SDK. Here's the latest release:
SDK download - http://devkk.net/files/dread/Dread-M...g-SDK-1926.zip
documentation wiki - http://devkk.net/wiki/index.php/Dreadtool

-A 'community map pack' will be released once we have enough maps ready. An official 'big demo' map is also planned to be released at some point from our part.

Thanks for the update! I never used Discord before, does it always need an app or does it also work via a browser?
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Old 18 October 2021, 13:28   #1162
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Thanks for the update! I never used Discord before, does it always need an app or does it also work via a browser?
Both, you can use an app (phone or desktop) or use the browser
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Old 18 October 2021, 14:56   #1163
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That variable floor height will be where this changes everything. We can finally see what doom looks like on an A500.

Are there still plans to allow palette changes in game?
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Old 18 October 2021, 16:26   #1164
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Are there still plans to allow palette changes in game?
Of course, but this applies to any Amiga game. Why should this be otherwise?
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Old 18 October 2021, 17:13   #1165
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Of course, but this applies to any Amiga game. Why should this be otherwise?

Because of the complications of having it happen in game, the player would have to be in a 'neutral' area or obviously everything would suddenly look wrong.
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Old 18 October 2021, 17:35   #1166
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That variable floor height will be where this changes everything. We can finally see what doom looks like on an A500.

Are there still plans to allow palette changes in game?
Here is two quick demo's of custom palette and textures in Dread engine and tool. (sorry for lowres video quality)

[ Show youtube player ]
[ Show youtube player ]
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Old 18 October 2021, 18:44   #1167
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Because of the complications of having it happen in game, the player would have to be in a 'neutral' area or obviously everything would suddenly look wrong.
Ah, you mean like in the same level then? Yeah, we've brainstormed about this with KK and Dennis. It is possible, though tricky.
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Old 18 October 2021, 19:07   #1168
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Actually the STE had a blitter. The ST models either didn't have it at all or in some revision had the slot available. The MegaST for instance did have it. The TT didn't have a blitter, either.
The TT/Falcon didn't need a blitter, as the combination of the CPU speed and newer shifter/Videl made it redundant.
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Old 19 October 2021, 14:15   #1169
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Ah, you mean like in the same level then? Yeah, we've brainstormed about this with KK and Dennis. It is possible, though tricky.

If you stick to 2 colours which remain the same, then I think creators could work with it. Just a little room/doors between palette areas. Opens up a lot of cool potential. It would certainly hide limitations in terms of porting over Doom maps etc.
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Old 19 October 2021, 14:40   #1170
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If you stick to 2 colours which remain the same, then I think creators could work with it. Just a little room/doors between palette areas. Opens up a lot of cool potential. It would certainly hide limitations in terms of porting over Doom maps etc.
You could always go the 'Turrican 1 level 1-1 background colour change' route and fade from one set of colours to the next gradually as you approach the area with new palette.

This will certainly be visible, but it never bothered me much to be honest - I kind of thought it gave the game character
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Old Yesterday, 13:42   #1171
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Yes, personally I like this gradual change, it sets the mood nicely.
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Old Yesterday, 13:49   #1172
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That variable floor height will be where this changes everything.
I already saw it (without enemies), and it looks freaking amazing
Imho, it moves way faster (on A500), then Doom on 030, although, I repeat, no enemies yet, and pixels are not 1x1.

Yeah, definitely "game changer", unfortunately I am not allowed to share it, but I can't wait KK shows, to all of you, how it looks with variable floors.

Last edited by d4rk3lf; Yesterday at 14:25.
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Old Yesterday, 19:09   #1173
malko
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@d4rk3lf : are you still working on your own medieval/fantastic level ?
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Old Today, 10:34   #1174
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Yeah.
I plan to proceed, but must recreate everything from the scratch, because this textures I painted in Photoshop, and then just automatically converted to 16 colors (because I was impatient to see it in engine asap ).
Unfortunately (or fortunately ), due to increased freelancing work I got recently, I am unable to proceed yet.

The ultimate goal is that I will try making demo level for that Amiga challenge Cammy posted. Will try making some hybrid mix of action and adventure (with simple puzzles), for that demo level.
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