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Old 27 October 2020, 07:29   #81
spacey
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looking great!
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Old 27 October 2020, 08:07   #82
Predseda
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That sky shark reminds me a bit the flying fortress in Tale Spin cartoon
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Old 20 November 2020, 14:56   #83
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Good graphics, excellent parallax
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Old 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?
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Old 25 November 2020, 23:35   #85
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Quote:
Originally Posted by buzzybee View Post
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?
Thank you Buzzybee...

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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Old 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 ]
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Old 27 November 2020, 18:47   #87
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Quote:
Originally Posted by buzzybee View Post
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?
Collisions on curved and slanted surfaces are implemented with the help of lookup tables that map the Y offset of the surface within the tile (between 0 and 15px) for every x pixel offset within the tile. So instead of assuming that the boundary of a solid tile is always the top (y = 0), it is computed based on the X value and the collision logic is done accordingly. To handle some edge cases (like at the bottom of the ramp where the ramp "slice" is really thin and easy to miss e.g. when falling), there is a special marker tile that "pushes" the player up onto the ramp. It's aim it to provide more surface area to capture the collision.

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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Old 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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Old 28 November 2020, 19:34   #89
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It begin to looks better and better!
I hope it would use more buttons.
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Old 28 November 2020, 20:54   #90
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It begin to looks better and better!
I hope it would use more buttons.
Thank you.

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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Old 28 November 2020, 21:38   #91
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Originally Posted by 10shu View Post
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 add option to chose control. Some people (including me) have seven button controller (like this for CD32 ) and it would be great to play fully on joypad.

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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Old 28 November 2020, 23:02   #92
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Cool

Quote:
Originally Posted by 10shu View Post
Thank you.

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
Maybe that's not the case ... Try making a commercial RTG game with your quality and skill, plus bigBoxes and you'll see 1000 copies fly away in no time!:grande
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Old 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.
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Old 30 November 2020, 22:38   #94
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Maybe that's not the case ... Try making a commercial RTG game with your quality and skill, plus bigBoxes and you'll see 1000 copies fly away in no time!:grande
We dont have acces to a RTG machine... to tell you everything i dont even own an AMIGA1200...

Those are expensive hardware...
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Old 30 November 2020, 22:39   #95
10shu
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Originally Posted by Adrian Cummings View Post
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.
Yes currently is running on the amiga 1200 2Mb of chipmem.
we hope it stay that way... we still have Enemy to add in.
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Old 01 December 2020, 08:20   #96
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Yes currently is running on the amiga 1200 2Mb of chipmem.
we hope it stay that way... we still have Enemy to add in.
Good stuff and all the best with your game when released
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Old 02 December 2020, 12:20   #97
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Looks great, looking forward to this!
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Old 04 December 2020, 20:48   #98
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Quote:
Originally Posted by 10shu View Post
Thank you.

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...
To add on to what 10shu said. The game actually support a 2-button joystick (that's the maximum buttons allowed on Amiga). However it also takes into account that most Amiga joysticks where actually single button. Hence the primary button is used for attack, while the secondary button, if available, is used of jumping. For a single button joystick, it is also possible to jump by pushing the joystick up, which is the standard in many Amiga games.
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Old 04 December 2020, 20:51   #99
colinvella
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Quote:
Originally Posted by Adrian Cummings View Post
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.
We're trying (hard!) to keep the game running at 50fps on a stock 1200.
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Old 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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