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Old 05 April 2022, 19:04   #21
Weasel Fierce
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Looks like a professional title and certainly better than some I paid for back in the day.
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Old 05 April 2022, 19:31   #22
Tsak
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Excellent promo & news!
Well done Geezer & team!
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Old 06 April 2022, 00:41   #23
amipal
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Amazing work, this looks brilliant!
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Old 06 April 2022, 01:26   #24
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Wow, this is classy stuff! Well done!
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Old 06 April 2022, 12:01   #25
Tigerskunk
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Quote:
Originally Posted by Alpha One View Post
By all respect... sure this game looks great but there is nothing "mind blending" for an vanilla A500. Or what did you call Turrican 2 on vanilla A500 with only 512K? Somehow people seem to forget about the A500 abilities imho.
Not to shit on Turrican2 (okay, only a little bit ), it certainly pushed the boundaries back in the day.
But in the end it's an 8-way scroller with extremely repetitive tile graphics (due to no additional 512k) running in 4bpl. Music was well done off course.
I think the graphics style aged not very well though, imo.

Devil's Temple looks incredibly colorful and well made. Uses a lot of huge BOBs while running in 50FPS and not even stuttering once from that I have seen. The graphics are ranging from well done to gorgeous, imo.

I mean, look at this:



The usage of copper to get that amount of colors on screen is master class.

To me that almost looks like "another console gen" compared to most stuff I have seen created on the A500.
And that puts it into the upper 5% of games on the platform for me.

Your mileage may vary, off course.
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Old 06 April 2022, 13:49   #26
grond
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Originally Posted by Tigerskunk View Post
The usage of copper to get that amount of colors on screen is master class.
Yes, it is but it is made a whole lot easier by the fact that this game is strictly horizontally scrolling. I'm not sure that this sort of thing wouldeven be possible at all in an 8-way scroller.
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Old 06 April 2022, 13:57   #27
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Yes, it is but it is made a whole lot easier by the fact that this game is strictly horizontally scrolling. I'm not sure that this sort of thing wouldeven be possible at all in an 8-way scroller.
I'd thought about this previously and I believe it is possible. I'd use the blitter to update the copper list with the specific colour values per line. Tricky but doable.
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Old 06 April 2022, 14:12   #28
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Originally Posted by grond View Post
Yes, it is but it is made a whole lot easier by the fact that this game is strictly horizontally scrolling. I'm not sure that this sort of thing wouldeven be possible at all in an 8-way scroller.
It is possible to have a big copper list and scroll it with the screen. We do it super metal hero… it s also possible to have multiple copper list to add even more color i do it here in 2 of the stages. However it s all a question of how you going to use it , you need to design the stage with some limitations in mind. It can be a headache sometimes and require tight communication between the programmer and the artist.

Also turrican 2 is awesome i love it. Maybe i should do art for game like that one day.
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Old 06 April 2022, 14:13   #29
Tigerskunk
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Originally Posted by grond View Post
Yes, it is but it is made a whole lot easier by the fact that this game is strictly horizontally scrolling. I'm not sure that this sort of thing wouldeven be possible at all in an 8-way scroller.
Didn't Lionheart do that in those beautiful DPF levels with the foreground?
That effect is one of the few things I haven't wrapped my head around in Amiga game effects that I have seen in games.
Truly outstanding.

Add/edit:

Like I said, I don't want to shit on Turrican 2, but I think most people remember this game through big rose tinted nostalgic glasses. It and its predecessor were definitely ground breaking for action games on the Amiga, no question about that.

But if the same game came out a few years later, I am not sure people would remember it so fondly.





Anyway, still a great and super playable game off course.
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Old 06 April 2022, 14:22   #30
grond
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I'd thought about this previously and I believe it is possible. I'd use the blitter to update the copper list with the specific colour values per line. Tricky but doable.
Interesting idea!
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Old 13 May 2022, 22:57   #31
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It's been a while since I did an update but I've been working on the game.

Here's levels 1-6 of the game, still plenty to do and some annoying bugs to fix.

[ Show youtube player ]

Game release will not be in May that's for sure.

Geezer
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Old 14 May 2022, 00:26   #32
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Funk: check
Electronic proto hop-hop: check
New order-ish synthwave: check

and no, is not a criticism!

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Old 14 May 2022, 22:09   #33
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Fantastic. Love the attention to detail and animation. Banging tracks!!
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Old 16 May 2022, 11:50   #34
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Here's my Devil's Temple promotional video... getting near to the end of development now so things are firming up.

Enjoy.

[ Show youtube player ]

Geezer
You got a PM from me.

Kind regards.

Toni.
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Old 01 July 2022, 15:37   #35
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Well doesn't July roll around quickly!

For those of you hoping for the game to be released in May or June I can only apologise as I simply haven't managed to complete the development in that time which is frustrating (I want it finished more than anyone).

What I can do today though is release some nice progress, especially around the audio side of things... so to that end I give you...

The Sound track to the Devil's Temple" (see links to each track in the Youtube video)

[ Show youtube player ]

Please enjoy the music from H0ffman and No.9... it is truly awesome.

Game development continues... see my YT comments.

Graeme

Last edited by mcgeezer; 01 July 2022 at 15:45.
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Old 01 July 2022, 15:46   #36
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Great music! Gameplay looks also very promising
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Old 01 July 2022, 16:07   #37
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Aaaand no9!! you really had the dream team for this game!
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Old 02 July 2022, 00:37   #38
saimon69
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i can imagine a "Geezer games present" with Graeme vocal on the logo
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Old 02 July 2022, 00:43   #39
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i can imagine a "Geezer games present" with Graeme vocal on the logo
not enough disk space or chip ram.
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Old 02 July 2022, 12:55   #40
grond
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@mcgeezer: you asked me to explain here what I was referring to in my German comment over at a1k. We only joked about that the way the fist of the Bruce Lee image in the start screen moves (which is a nice idea) is the only imperfection in the game. We were referring to how the right border of the fist (user view) overlays the arm. It looks like a few pixels belonging to the fist don't move with the fist, probably because you use some clever hardware trick that needs the edge of the fist be a vertical line. In my comment I wondered whether this could be replaced with a less clever and more memory intensive "anim". You could have the fist portion of the entire image in memory multiple times each with the cookie-cut fist in a different place. The top and bottom of the Bruce Lee image would have to be in memory only once. And then just replay/cycle the whole thing with perfect movement of the fist.
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