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Old 25 May 2021, 12:01   #281
buzzybee
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Devleaks-Alert! It's been a few weeks since my last posting, but I am not lazy and the game is progressing well. Invent|Kevin and I are busy finalizing the themes and color schemes for all stages.

The visual design and code for all stages is up and running. I posted a short video snippet of the most recent design, which is the ocean stage, on [ Show youtube player ]. You can also find further information about this design on my Patreon-website (free access). Looking forward to feedback and exchange of thoughts.
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Old 25 May 2021, 14:08   #282
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Looks great so far. Will there be power ups to increase ship speed & agility? in the video it looks like the ship is struggling to avoid incoming fire.
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Old 25 May 2021, 15:23   #283
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@wiz12: Yes, of course. System will be comparable with RESHOOT R, so agility will be upgradeable.
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Old 25 May 2021, 20:31   #284
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Once again, it looks fantastic!
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Old 31 May 2021, 19:22   #285
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Looking forward to the release of this game.
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Old 31 May 2021, 21:27   #286
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Thanks guys for your kind words, appreciated very much!
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Old 01 June 2021, 07:43   #287
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such a outstanding game master ! , remind me some kind of radian silvergun on Saturn, did it was your inspiration ? ? keep the good work
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Old 01 June 2021, 08:37   #288
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Quote:
Originally Posted by buzzybee View Post
Devleaks-Alert! [...] which is the ocean stage, on [ Show youtube player ]. [...]
The feeling of depth is really good
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Old 01 June 2021, 08:46   #289
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Looking great and I like the music!
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Old 01 June 2021, 09:11   #290
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Quote:
Originally Posted by thairacerjp View Post
such a outstanding game master ! , remind me some kind of radian silvergun on Saturn, did it was your inspiration ? ? keep the good work
I prefer Ikaruga to Radiant Silvergun, but I would not call it a sole source of inspiration. I played so many shoot 'em-ups in my lifetime, and I guess the best elements of each of them contributes to the look and feel of Proxima 3.
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Old 06 July 2021, 22:43   #291
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New blog and video: Optimizing Blitter performance

A bit of inside view into how RESHOOT PROXIMA 3 is created in my new videopost called "optimizing performance". It's about the way we are constantly alternating between Blitters copy and cookie cut-modes to up drawing performance by a whopping 20 percent.

It's about the first time I ever put voiceovers on top of my videos to explain what's going on. Hope you like it. Enjoy the blog-piece and the video on my Patreon website y'all. It's free, no Patreon-account needed.

Or just watch the video.

[ Show youtube player ]
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Old 07 July 2021, 07:48   #292
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that's just spectacular!
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Old 07 July 2021, 08:36   #293
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I'm sure this will be one of the most spectacular games for Amiga ever!
Keep on the great work.
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Old 07 July 2021, 10:47   #294
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Thanks for such video. Really interesting and instructive
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Old 07 July 2021, 18:19   #295
Gilbert
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This is looking better and better. Great work! Also shows how much more powerful AGA is than 16 bit consoles like the Megadrive.

I would also think about displaying the player-bullets on alternate frames - like many Megadrive games do - makes it look like you have twice the number of player bullets on screen. Check out Musha on Megadrive for an example [ Show youtube player ]
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Old 08 July 2021, 00:31   #296
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Wow, those last seconds of the video look pretty intense. Looking forward to this one!
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Old 08 July 2021, 13:58   #297
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Cool stuff, games with predictable enemy movement patterns are very useful for tricks like this
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Old 08 July 2021, 14:43   #298
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Lookin' sweet!
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Old 08 July 2021, 22:56   #299
buzzybee
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Quote:
Originally Posted by roondar View Post
Cool stuff, games with predictable enemy movement patterns are very useful for tricks like this
Show me one game where enemy patterns are not more or less predictable :-)

The code is implemented in such a way that "predictability" is not an issue. For each object, every frame, the drawing mode switches to either copy or cookie cut. In RP3, some attack patterns are implemented to change their behavior in relation to the player's action. Every great shoot'-em-up does that.
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Old 08 July 2021, 23:28   #300
roondar
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Show me one game where enemy patterns are not more or less predictable :-)
Well, there are games which predominantly have enemies react to the player, or games which essentially have random enemy placement rather than having (semi) fixed waves. Such games would have a less predictable environment for the purpose of how many overlapping objects exist.
Quote:
The code is implemented in such a way that "predictability" is not an issue. For each object, every frame, the drawing mode switches to either copy or cookie cut. In RP3, some attack patterns are implemented to change their behavior in relation to the player's action. Every great shoot'-em-up does that.
Oh, I absolutely believe that - my point was not at all to make out the code wasn't smart or capable (if that's how my post came across, I genuinely apologize as that was not the intent!). My point was more that the wave-like nature of enemies in shoot em ups and the way these waves tend to be structured for gameplay and visual appeal tends to naturally produce enemy patterns which have space between them. Which in turn allows the code to identify more candidates for the copy blits.

At any rate, I'm impressed with how good this is looking and love these kind of tech bits - there's a lot of really clever stuff in Reshoot III

Last edited by roondar; 08 July 2021 at 23:34. Reason: Spelling/grammar
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