16 January 2020, 00:31 | #81 |
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Thanks man. The support here on the forum means a lot.
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16 January 2020, 04:44 | #82 |
Moon 1969 = amiga 1985
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2 things are cool with this project :
1st everything seems smooth and the gfx look good. 2nd : the thread is very good everyone helping each others. Respect |
17 January 2020, 23:09 | #83 |
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Retro Core just did a 1942 video showing a load of different versions
[ Show youtube player ] |
19 January 2020, 23:16 | #84 |
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20 January 2020, 15:49 | #85 |
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Small update showing enemy bonus wave (using grey coloured planes for now).
Testing out new recording software. No more crappy handheld mobile phone videos. [ Show youtube player ] |
04 March 2020, 16:24 | #86 |
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It's been quiet on the project for a while due to workload at my day job. Then I had a Linux upgrade to take care of.
Back to development now, and worked on random number generator which is used for spawning enemies in a more random pattern, while still spawning 4 grey planes in each wave. It's not arcade perfect but hey this is Amiga 1942, if you want arcade perfect get an emulator :-) Also started working on enemy fire. This needs some tweaking, for now all planes shoot before looping, in the direction of the player plane. [ Show youtube player ] |
08 March 2020, 18:55 | #87 |
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Its shaping up nicely, good work and best of wishes for the complete port @agermose
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08 March 2020, 19:46 | #88 |
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I can only agree, this is looking absolutely superb!
Really pleased I was part of your inspiration of this. |
08 March 2020, 20:47 | #89 |
This cat is no more
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porting arcade games on amiga just rocks.
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08 March 2020, 21:52 | #90 |
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This is looking better all the time. I always liked 1942, looking forward to an Amiga version
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08 March 2020, 22:53 | #91 |
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09 March 2020, 22:42 | #92 |
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22 March 2020, 17:34 | #93 |
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Nice project! @agermos: As for VASM vs. AsmPro – I coded RESHOOT R using AsmOne and work on Proxima 3 using a VASM setup. While VASM saves time, a well structured AsmOne-approach can be almost as fast.
I used a combination of FS-UAE and a set of selfmade macros which allowed me to
These steps took about 2s. While VASM can be faster and more versatile in certain cases, I do not find the difference as big. I also liked not only using FSUAEs debugger, which does a great job, but also AsmOnes builtin debugger within the Amiga-emulation. So if you enjoy your setup and you find it fast and convenient enough for such a large project (it´s going to grow A LOT, you will see!) – why not stick with it. |
23 March 2020, 18:41 | #94 | |
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Quote:
I have all my code in a folder based hard drive, so I can edit the files in Linux. And just do the assembly and testing in AsmOne. I'm running the development on a emulated A1200 with lots of fast ram. Compilation is pretty fast. Boot from HD is only a few seconds as well. I like my current setup, and as you say, why not stick with it. I downloaded the VASM source, and compiled it for 68k on my system. Will give it a spin later. Maybe I'll change my mind, once I start using it |
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23 March 2020, 20:24 | #95 |
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This was an interesting read, good stuff being done, but did anyone else come here thinking this would be a thread about monitors?
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29 March 2020, 20:46 | #96 |
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Good weekend, got lot's of stuff done.
Did a lot of work on game logic. Player now has three lives and three loops, and can get hit by enemy planes. I fixed the rest of the player sprites, and used then them in player explosion when hit, and for animating the loop. Nightshift made some samples for player getting hit and player looping. These are now also used in the game. I plan to work on completing stage 32, then get it to some testers, and get some feedback. Check out latest progress video here: [ Show youtube player ] |
29 March 2020, 21:26 | #97 |
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that is brilliant! Well done mate.
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29 March 2020, 22:58 | #98 |
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Good work agermose
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29 March 2020, 23:01 | #99 |
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Looks promising, great work!
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19 June 2020, 18:00 | #100 |
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So it's been a long time since my last post. The project is alive and well in case you were starting to wonder what happened to us.
I've been really busy with other things, and what development time I did have went into "non-visible" things in 1942. Fortunately Nightshift had some spare time. He added the few missing tiles that were missing from the tileset, and then completed all the tile maps in ProMotion, a huge task. Originally I had planned to go without a black colour, using the transparent as black. During work with the sprites Nightshift made me aware there are too many blacks in there, so I had too loose another green colour in favour of black. This required changing the palette and reworking the existing graphics to the changed palette. With Nightshifts new maps I exported everything into stages, and then wrote the stage engine, which takes care of reading the correct map files for the correct stages. The carrier has it's own map, since it's reused in all stages. All 32 stages are now done, and the game can scroll through all of them correctly. I can also start the game at any stage, and at any point within the stage. Landing animation of the player plane has been implemented, when a stage is ending. A few other things were worked on during the last 2 months, including the red variant of enemy planes (Nightshift). I will upload a video later showing some of the later stages. Last edited by agermose; 20 June 2020 at 01:27. |
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