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Old 25 July 2023, 11:54   #21
zzbylu
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Awesome!
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Old 25 July 2023, 12:21   #22
Scuba-cheese
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Very nice!

Some assets seem higher color than I remember from the Amiga and Sega versions, are these from Super Turrican or perhaps the cancelled PC version?

There is also this java game called Apocalypse 3000 that seems to use higher color assets from the PC version should you need them.


(footage at 28:25)
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Old 25 July 2023, 12:40   #23
Muzza
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Art is a mix of cancelled PC-DOS version and megadrive versions.

Last edited by Muzza; 25 July 2023 at 12:55.
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Old 25 July 2023, 12:43   #24
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Very cool!

I may be wrong but I think the MD version only uses 64 colors? If so seven bitplanes should be totally fine
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Old 25 July 2023, 13:24   #25
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It's looking very very cool
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Old 25 July 2023, 14:14   #26
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My dreams come true I hope You will finish it and it will be as great as Turrican 2 project.
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Old 25 July 2023, 14:21   #27
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You know that the T3 sources are available right?

I love when other platforms assets are reused to make a more colorful game!
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Old 25 July 2023, 15:05   #28
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That hook was keeping me away from this game, but this is not the point here.
Muzza is doing a great job as always.
What about the colour scheme from the MD version?
OK, we have a 32bit machine, but the MD was a sprite beast, so with less colours could be doable.
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Old 25 July 2023, 16:20   #29
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OK, we have a 32bit machine, but the MD was a sprite beast, so with less colours could be doable.
The OCS version is already a port with less colours and it fits on a standard A500 (no extra ram) and one disk.
An A1200 with fast ram should be able, I hope, to have a version at least on par with the MD one, the A500 one being not too far from it IMHO.
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Old 25 July 2023, 16:36   #30
basementApe
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MD is limited to a 9-bit color range so an AGA version could in theory have an improved color scheme. You'd need to be A: A color maestro and B: Willing to go over *all* the graphics to change colors around though
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Old 25 July 2023, 17:24   #31
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That looks really great, amazing. I only say "Turrican Muzza"
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Old 25 July 2023, 17:28   #32
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Going to screw things a bit but personally i would like a REAL Turrican III, mean: get rid of the hook mechanism and reinstate the rotating laser - that might include to change platforms layout a bit but fine for me
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Old 25 July 2023, 17:34   #33
TCD
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get rid of the hook mechanism and reinstate the rotating laser
It's so good to see that I'm not the only one that thinks that way
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Old 25 July 2023, 18:33   #34
Cris1997XX
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Not gonna lie, I agree with what people said here. 7 bitplanes should be more than enough to replicate the Mega Drive's graphics. Plus you get more colors from the hardware sprites, so...that wouldn't be a problem anyway. Only one thing, in the case of a CD32 port you should really add an options setting for the MD soundtrack
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Old 25 July 2023, 18:33   #35
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It's so good to see that I'm not the only one that thinks that way
I'm pretty sure that this is a vast majority. Nobody likes the hook system
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Old 25 July 2023, 18:38   #36
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I'm pretty sure that this is a vast majority. Nobody likes the hook system
I get that it's less of a control problem on the MegaDrive, but who thought that the hook is a 'cool new feature' to add? Anyway, looking forward to see what Muuza will come up with
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Old 25 July 2023, 19:05   #37
VincentGR
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Quote:
Originally Posted by sokolovic View Post
The OCS version is already a port with less colours and it fits on a standard A500 (no extra ram) and one disk.
An A1200 with fast ram should be able, I hope, to have a version at least on par with the MD one, the A500 one being not too far from it IMHO.
Indeed, that's why I said to have fewer colours :-)
64 would be enough, and some copper tricks.
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Old 25 July 2023, 19:39   #38
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I think it's quite interesting to see this. Nice to see you working on it
Like some others have suggested, did you consider using AGA Dual Playfield instead?
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Old 25 July 2023, 19:48   #39
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Converting Super Turrican for AGA would be refreshing.
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Old 25 July 2023, 20:45   #40
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Converting Super Turrican for AGA would be refreshing.
I think it contains too much SNES specific elements, like huge rotating zooming sprites for bosses.
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