27 October 2020, 07:29 | #81 |
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looking great!
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27 October 2020, 08:07 | #82 |
Puttymoon inhabitant
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That sky shark reminds me a bit the flying fortress in Tale Spin cartoon
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20 November 2020, 14:56 | #83 |
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Good graphics, excellent parallax
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20 November 2020, 16:37 | #84 |
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Wow, just saw this for the very first time. So this coded in Blitz Basic for AGA-Amiga, right? Beautiful. You are making really good progress here.
How do you guys handle collision on curved surfaces and video priority switching for the main character? |
25 November 2020, 23:35 | #85 | |
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Quote:
yes the game is for Amiga 1200 and above. and yes it is programmed in blitz basic I cant answer for the curve collision i m only the artist...maybe colin will came by here to reply to you. we have a new progress video coming out soon. stay tuned... |
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27 November 2020, 18:09 | #86 |
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I haven't posted any updates on Super Metal Hero for a while and the reason is that I spent quite a lot of time optimizing the code to run on a stock 1200.
However I have also worked on all the weapon systems so I have something to show [ Show youtube player ] |
27 November 2020, 18:47 | #87 | |
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Quote:
As for video priority, since the main character is a hardware sprite, it is possible to manipulate a specific video register to control whether the sprite should appear on top of all dual playfield layers, between them, or behind both. This is a snippet from my code. There are special market tiles (I keep an invisible layer for collision detection, enemy placement, showing the player behind the foreground etc.). Code:
fc.b = GetFuncTile{\tx, cy} If !IsBehind{fc.b} <> \isBehind ; BPLCON2 and BPLCON4 XORed, must keep BPLCON3 to $1C00 due to sprite palette DisplayControls #CPL_MAIN, $0004, $1C00, $0 \isBehind = NOT \isBehind EndIf |
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28 November 2020, 18:14 | #88 |
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This looks like a great game. Hope it runs on CD32. That's great you explain how to code certain elements too. Great work and thanks from the Amiga community!
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28 November 2020, 19:34 | #89 |
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It begin to looks better and better!
I hope it would use more buttons. |
28 November 2020, 20:54 | #90 | |
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Quote:
Ideally i ve designed the game to use 3 buttons...My original ideas was to have this game on Genesis and Neogeo However i dont think 3button controller are widely available on the Amiga. so we have designed a 2 buttons and 1 button(+spacebar) control scheme in mind. please note currently we only have 1 button version integrated... i m only the artist and designer of the game but Colin say what possible or not for the amiga. We worked like that since barbarian+ and it work great for us... we also need to be realist and have to think how many people have the hardware at home... doing a AGA game already cut us from a big part of the market...that's why we cannot go crazy and do a 68060 games or we would sell 10 copy :P |
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28 November 2020, 21:38 | #91 | |
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Quote:
N.B: There is also option to use three buttons without encoding by direct linking pins. It's very rare case (even more than CD32 compatible pads), but it could be also done by someone in near future and some joypads might be available. |
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28 November 2020, 23:02 | #92 | |
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29 November 2020, 11:58 | #93 |
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This game looks very nice and I am actually impressed that it can be written in Blitz. Will it run at 25fps on stock Amiga A1200 (020) 2Mb chipmem when completed or maybe need a bit more hardware action into the bargain?
Just asking as a fellow game developer. Good stuff tho regardless. Last edited by Adrian Cummings; 30 November 2020 at 06:49. |
30 November 2020, 22:38 | #94 | |
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Those are expensive hardware... |
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30 November 2020, 22:39 | #95 | |
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Quote:
we hope it stay that way... we still have Enemy to add in. |
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01 December 2020, 08:20 | #96 |
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02 December 2020, 12:20 | #97 |
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Looks great, looking forward to this!
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04 December 2020, 20:48 | #98 | |
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Quote:
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04 December 2020, 20:51 | #99 | |
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Quote:
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06 December 2020, 01:37 | #100 |
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The Game looks great and for sure i will buy it CD32 Pad support would be great
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