07 November 2020, 21:24 | #21 |
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07 November 2020, 22:07 | #22 |
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08 November 2020, 10:26 | #23 |
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Very nice looking game ^^ I will wait for Amiga version.
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09 November 2020, 21:56 | #24 |
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Got the egg mechanic working on Amiga version now. I may even release a bare bones prototype (like NES one) in time for Christmas. |
30 January 2021, 14:08 | #25 |
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Work continues after Xmas break. Runs much better now on Amiga 600, once enabled hardware sprite use.
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30 January 2021, 17:04 | #26 |
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Cool
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30 January 2021, 19:18 | #27 |
Freak
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Looks sweet!
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04 February 2021, 13:38 | #28 |
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Latest footage.
[ Show youtube player ] |
04 February 2021, 14:56 | #29 |
Autistic 'n IRN!
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05 February 2021, 00:21 | #30 |
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Wow.. I'm really impressed that you implemented platform fall through even though that isn't (yet) a feature of Scorpion.
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11 March 2021, 14:04 | #31 |
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Slight update, enemies can now be damaged.
[ Show youtube player ] |
11 March 2021, 22:57 | #32 |
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11 March 2021, 23:26 | #33 |
Ex nihilo nihil
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This little duck is very cool.
Itchi goto |
12 March 2021, 07:05 | #34 |
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Supernice looking game !
Really looking forward to the release. |
18 April 2021, 13:41 | #35 |
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This past week I have imported the whole of the Act 1 map, slowly adding enemies and tweaking geometry.
Also started creating tileset for Act 2. |
18 April 2021, 15:35 | #36 |
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Nice :O looking really cool
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01 May 2021, 21:49 | #37 |
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Slowly adding enemies/obstacles to Act 1. Updated HUD graphics, item shows currently active item (egg/sword) and I'll probably add key collected icons (green/blue/red).
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02 May 2021, 05:35 | #38 |
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16 May 2021, 17:38 | #39 |
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Reduced tileset colour count to 16 from 32, just in case I need to run game in 16 colour mode to keep Act 2 smooth.
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13 June 2021, 14:22 | #40 |
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Changed how enemies die and added pause mode. Still laying out act 2 level map and designing extra enemies.
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