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Old 27 May 2014, 10:21   #581
derSammler
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Small teaser for the upcoming demo.

Last edited by derSammler; 30 August 2023 at 10:06.
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Old 27 May 2014, 22:29   #582
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Looking good!
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Old 29 May 2014, 00:11   #583
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published today [ Show youtube player ]
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Old 29 May 2014, 02:42   #584
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So very Amiga. Cool!
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Old 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.
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Old 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?
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Old 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
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Old 29 May 2014, 14:36   #588
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Quote:
Originally Posted by vitux View Post
What's wrong by adding (1993 - Space Machine)?
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.

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...and looks the same
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.
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Old 29 May 2014, 20:36   #589
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Okay, so I eliminate "1993: Space machine"
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Old 01 June 2014, 13:18   #590
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Quote:
Originally Posted by pcGTW_Webmaster View Post
I'm planning to release demo 3 on May 31.
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.
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Old 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.
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Old 02 June 2014, 13:39   #592
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Good. Will try it out.
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Old 02 June 2014, 13:55   #593
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Demo #3 is now available at http://shenandoah.retro-net.de

Enjoy! Any feedback appreciated.
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Old 03 June 2014, 00:30   #594
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Downloading...
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Old 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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Old 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.
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Old 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?
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Old 08 August 2015, 12:15   #598
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speaking of which, any news on shenandoah itself?
I finally stopped working on it. I once said if I can't get it done til December 31, 2014, I'll call it a day. And that's what happened.

So demo #3 will remain the last release.
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Old 08 August 2015, 21:18   #599
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I finally stopped working on it. I once said if I can't get it done til December 31, 2014, I'll call it a day. And that's what happened.

So demo #3 will remain the last release.
Sad news. I thought it was nearly complete?
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Old 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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