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Old 06 September 2021, 17:50   #101
VincentGR
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CPC was a fantastic computer for the time.
All in one, 80 columns, good keyboard, great basic that people can understand without pokes and CP/M by default.
Also, ideal for a small business.

Better sound than SID? no
Better scrolling and sprites? big NO

But it had its moments with racing games, no match for the 6502.
No colour clash and 3 gfx modes.

Both machines had strengths in different tasks.
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Old 09 September 2021, 22:55   #102
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Update 7

Had a rethink about the collision detection and have simplified it. So instead of having hit boxes and using RectsHit (say this carefully says the manual), I have changed to just checking y coord v baddie y coord (and if within 5 pixels either way) it then will check x coord. Depending on move and direction, it checks x pixels + x pixels+11 (in front or behind). Not so accurate but the game doesn't differentiate between head and body (it's not Street Fighter 2) but I think this is a bit speedier?

Also now playing music and sound effects using phx player as Blitz in build mod command is a bit ropey and was messing up the sound effects. So now plays mod and a hit sound effect when you punch the dummy.

Dummy is animated when hit and I have programmed, punch, back kick and flying kicks now. Will make dummy fall over after a few hits so you can punch it on the floor.

Once I have all this working, I can turn the dummy into real bad guys and start working on their AI.

Played the Speccy original to compare and realised that it holds the back kick for about a second so have programmed this in too.

Finally, copied a compile of the game to a CF card and tried it on my 1200 (V1200 but caches off whihc makes the V1200 run in Turtlre mode - standard A1200 speed I think). Runs ok but music messed up (sound effects fine) and crashes on floor punch for some reason. Running fast though. Will try on my A600 at the weekend to see if I have the same issue or if this is something to do with V1200?

May even have some footage for YouTube...
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Old 09 September 2021, 23:14   #103
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When I've developed games on other platforms, I've used Quadtrees. A guide is at https://gamedevelopment.tutsplus.com...e--gamedev-374

Essentially you split the screen into multiple sections. If your character is in a different section than an enemy, skip the collision checking.

I've never implemented that in an Amiga game (yet?) but I imagine it would speed things up because you're saving cycles by not constantly checking collisions.
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Old 09 September 2021, 23:31   #104
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Quote:
Originally Posted by Radertified View Post
When I've developed games on other platforms, I've used Quadtrees. A guide is at https://gamedevelopment.tutsplus.com...e--gamedev-374

Essentially you split the screen into multiple sections. If your character is in a different section than an enemy, skip the collision checking.

I've never implemented that in an Amiga game (yet?) but I imagine it would speed things up because you're saving cycles by not constantly checking collisions.
Will have a look but I think it probably isn't needed as initially just checking along the y axis which is quicker than checking a quadrant. I only do 5 loops each frame and if you are not with 5 pixels either way of the currently checked bad gut then the collision is skipped. If I have time (and the inclination) then I may add more than three baddies at once (seems to be maximum in ZX version) but even with 4/5 baddies, still not a great deal to do for checking collisions.

Thanks for the link though - looks interesting and may come in handy another time.
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Old 13 September 2021, 00:26   #105
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Didn't get too much done this weekend so this post doesn't count as an update! Sorted out my floor punch crash issue and made a short video. Nothing special but at least shows that something is going on...

In the video you can see z-ordering, most of the player moves, collision detection (bit iffy) and listen to the lovely mod for the 1st level by Saimon69 (only uses two channels).

Obviously still needs work on collision detection.

[ Show youtube player ]

P.S. Annoyingly in widescreen - if anyone knows how to set WinUAE in 4:3 mode, please let me know!

Last edited by Havie; 13 September 2021 at 00:31.
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Old 13 September 2021, 14:21   #106
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Quote:
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P.S. Annoyingly in widescreen - if anyone knows how to set WinUAE in 4:3 mode, please let me know!
It's under Filter/Aspect Ratio Correction.
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Old 13 September 2021, 17:53   #107
Solo Kazuki
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Sorry for OT, but i can't read it without reaction.

Quote:
Originally Posted by VincentGR View Post
No colour clash
What colour clash? On C64? Are You sure that You didn't mistake C64 with C+4 (or ZX)?

Quote:
Originally Posted by VincentGR View Post
3 gfx modes.
Only 3 modes? C64 have more.
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Old 13 September 2021, 17:58   #108
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You are right about the C64, maybe is called something else.
I was talking about attribute blocks with their color limitations.
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Old 13 September 2021, 20:52   #109
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Quote:
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You are right about the C64, maybe is called something else.
I was talking about attribute blocks with their color limitations.
Well in Hi-res the c64 behave mostly like a ZX spectrum: one color foreground and one color background per character on screen - if we ignore sprites
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Old 13 September 2021, 21:12   #110
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Well in Hi-res the c64 behave mostly like a ZX spectrum: one color foreground and one color background per character on screen - if we ignore sprites
Nobody sane would ignore sprites on C64.
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Old 13 September 2021, 23:26   #111
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It's under Filter/Aspect Ratio Correction.
I am embarrassed by my ineptitude in WinUAE - thanks!
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Old 13 September 2021, 23:45   #112
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Again - too short for an update but had a quick fiddle with collision detection and seems better.

Also, playing around with screen size - made the screen about 1/5 bigger and bar at the bottom is organised to fit it in. Here is a comparison - what do you think? New layout is top picture - not sure if it looks a bit squashed? Ideally II'd like a full screen background but then I'd need to overlay the HUD and as I am using 32 colour mode, I can't do it with a dual playfield and not enough sprites so would be very slow.


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Old 14 September 2021, 05:54   #113
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I personally like the first one on the top
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Old 14 September 2021, 12:40   #114
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Definitely the top layout. Looks much more uniformed and clean.
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Old 14 September 2021, 16:40   #115
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First layout definitely looks like it would be right out of an arcade game.
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Old 15 September 2021, 01:19   #116
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I think you should increase a bit the interval between the walk frames
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Old 15 September 2021, 08:11   #117
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Sometimes I get obsessed with trying to do a 1;1 port so thanks guys, will definitely use my layout and bigger screen.
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Old 15 September 2021, 08:13   #118
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Quote:
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I think you should increase a bit the interval between the walk frames
Thanks - I know he is walking a bit quick, easily changed but I have left it like that for the moment as I'm not sure of speed when I add bad guy stuff.
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Old 15 September 2021, 23:09   #119
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A couple of minor fixes tonight (still not worthy of an update):

1) Sorted out the copper lists so now stray blue line between them.
2) Moved shadow slightly so it sits centrally beneath the player
3) When punching, player moved up 1 pixel - now fixed.

Also, recoloured and match the biker and Hippy (that's what Dean calls him) characters to the palette, ready to be made into sprites.
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Old 16 September 2021, 23:05   #120
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Is looking better with each new version. Agree on the new layout and the walking framerate (too fast).

Looking forward for a new build with all the improvements
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