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Old 15 August 2022, 20:16   #41
UltraNarwhal
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Made a placeholder title screen, the Crusaders now chase at start and started adding SFX.
Next I'll do graphics for remaining enemies and add them.
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Old 17 August 2022, 21:33   #42
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Yesterday I had to rework all my cross pickups to blocks (from sprites), as the wheel of faith was inconsistent. Following that annoyance I then got the skeleton archers working and at about the same attack timing of original game.

Today I went outside, took photograph for the new title screen and pixelled it.
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Old 18 August 2022, 19:07   #43
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New footage, showing what has changed in a week.
[ Show youtube player ]
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Old 18 August 2022, 19:35   #44
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The jump sound is cool Plus the new abbey looks better. The 'based on' line is a bit mushed together though. Amazing progress Can't wait to play it.
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Old 02 September 2022, 21:17   #45
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Lots of stuff works mechanically now, still need to do jumping fish and Satan stuff, tweak timings for attacks/movement, add music/sfx and design a whole new campaign.

I may possibly do 25fps and 50fps versions, as it slows below 50 on a few of the heavier screens (on A500).
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Old 02 September 2022, 23:53   #46
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Looking really good

I'd be keen to help out to see if we can get it all running 50FPS, Scorpion's had some fairly large optimization boosts lately and I've started to experiment with BitBeamCanon on some techniques for rendering large moving actors without re-rendering the tiles underneath.
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Old 03 September 2022, 06:15   #47
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Looks great Looking forward to play it.
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Old 03 September 2022, 09:10   #48
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Womiting dragon FTW!
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Old 03 September 2022, 16:42   #49
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Looks absolutely lovely! how'd you find working with so many half height platforms in the end?
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Old 03 September 2022, 17:22   #50
UltraNarwhal
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Looking really good

I'd be keen to help out to see if we can get it all running 50FPS, Scorpion's had some fairly large optimization boosts lately and I've started to experiment with BitBeamCanon on some techniques for rendering large moving actors without re-rendering the tiles underneath.
Feel free to look at the build on my github (AOTD), slows down most on Hidden Garden/Gloomy Tunnels/Evil Church.
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Old 03 September 2022, 17:24   #51
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Looks absolutely lovely! how'd you find working with so many half height platforms in the end?
Mostly okay, some had to be full height to stop clipping through solids.
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Old 12 December 2022, 12:54   #52
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Development will resume in January (Final release in April?), I'm currently trying to finish Duckstroma pt2 for ZX/MSX.
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Old 08 March 2023, 13:35   #53
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Not finished Duckstroma pt2 for ZX/MSX due to time constraints. Abbey(s) will be finished this year though and then finally on to much delayed Blimpgeddon.
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Old 08 March 2023, 21:03   #54
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The development is idle but i would need a feedback on the musics of Abbey of the Dead i made so far in PM, so to understand whether am going in the right direction with my vision
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Old 06 July 2023, 13:30   #55
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Development resumes, ready for release in November

Sneek peak at the new campaign.
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Old 06 July 2023, 13:35   #56
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Development resumes, ready for release in November
Can't wait
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Old 06 July 2023, 18:36   #57
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November? nice, will look out for further updates then, im lucky i can remember something from yesterday nevermind weeks/months.
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Old 17 July 2023, 19:33   #58
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Latest WIP footage, may be the last you see before release.
[ Show youtube player ]
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Old 17 July 2023, 21:07   #59
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Wow, Locomalito is one of my favorite solo devs and this looks like a great conversion. Well done!
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Old 18 July 2023, 08:25   #60
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Latest WIP footage, may be the last you see before release.
[ Show youtube player ]
Just saw it yesterday on YouTube Looks great
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