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Old 03 August 2018, 10:02   #1
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Discussion: XILEF

Title: XILEF

Genre: Platform/Infinite Runner

Original concept: Yes
So original I've not entirely decided on what it's going to do.

Expected game size: Infinite is the plan - it should procedurally generate new levels until you die (or maybe reach some MacGuffin)

Team members (Real or forum names):
Just me. I may use some open-source MODs if I run out of time/skill. Will be credited accordingly

Targeted spec: A500 512k+512k

Tools to be used: blitz2 & notepad++

Description of game:
I'm no artist or game designer so my plan is to procedurally generate as much content as I can. Taking inspiration from Rogue and Temple Run, the plan is to generate a new level each time based on a random seed, then you have to get to the end of that level, and generate a new seed, etc. I've not really worked out the mechanics of it yet.

This will be my first Amiga game and I have no expectations that it will win, or even be playable. At the moment I have some purple blobs wandering about the screen, which I consider a major coding achievement - this should give you some idea about how successful this endeavour may be.
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Old 03 August 2018, 10:32   #2
Ian
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Good luck on your maiden voyage in Amiga coding, sounds promising.
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Old 06 August 2018, 17:42   #3
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Can anyone recommend a tool for sprite creation? I've had a go with DeluxePaint but I can't seem to get one with it. Maybe something for Windows?
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Old 06 August 2018, 19:01   #4
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GraphicsGale is freeware and very good:
https://graphicsgale.com/us/

Cosmigo Promotion has a free, limited version that might suffice:
https://www.cosmigo.com/pixel_animation_software
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Old 07 August 2018, 00:59   #5
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RedShapeZ is part of Ultimate Blitz.
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Old 11 August 2018, 00:46   #6
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This may look unexciting but I've got infinite scrolling (horizontal) working. I've had to put in a couple of hacks I don't fully understand but it seems to be scrolling and not jumping about anywhere.

For those interested, I'm using a wide bitmap and using the draw-behind-and-ahead method. I seem to be around vpos 64 so that gives me quite a bit of margin for the rest of the game.

Ideally I'd scroll both horizontally and vertically, but that might have to be something of a stretch goal.

If anyone know how to easily turn winuae output into an animated gif, I can show you scrolling in all its glory.
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Old 11 August 2018, 01:16   #7
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Also - I'm trying to make a bootable disk image, for testing.
I've formatted a disk, run "install df0:", created s:startup-sequence on it which just contains the name of my executable... and it hangs on reboot.

Do I need some blitz libraries or something?
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Old 11 August 2018, 12:05   #8
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You didn't format it in FFS? Cause that'll work only on ks2.0+
Most likely you'll need diskfont.lib and mathtrans probably.
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Old 11 August 2018, 13:00   #9
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Yes, you will be needing the mathrans.library for sure. Diskfont.library I think is only needed if you're loading in a different font.
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Old 24 August 2018, 23:23   #10
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Did you get any further?

I rather liked some of the infinite runners I've played so one for the Amiga would be nice. So, I've been hoping for an update
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Old 26 August 2018, 19:27   #11
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if you need gfx, i might be able to help have a look, this is what ive been doing some time ago, unfortunately, we did not finish it.

[ Show youtube player ]
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Old 28 August 2018, 22:28   #12
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I've been a bit distracted by work but the latest is the infinite scrolling works fine, and I have an idea for the procedural generation of levels.

I was having a think about controls. Let's assume we are always running in a given direction. There will be two sorts of obstacle - things to duck under and things to jump over. We cannot reverse direction but can turn 90°. And shoot baddies.

So...
Code:
         UP
    UL       UR
LL                 RR
    DL       DR
         DN
If you were going left to right,
UP = rotate 90° left
UR = rotate 90° right & jump
RR = jump
DR = rotate 90° left & jump
DN = rotate 90° left
DL = rotate 90° left and slide/duck
LL = slide/duck
UL = rotate 90° and slide/duck

Fire button = fire in the direction of travel

The controls would themselves rotate 90° when the direction of travel does, such that pushing towards the direction of travel jumps, away slides/ducks and orthogonal turns.

I hope that makes sense.

Graphically I want a chaos engine style top-down-ish projection. I may steal the sprites for a test.

aszu
Definitely yes please but I want to get to a certain level of development before asking others to commit their time. It wouldn't be fair to ask for graphics if I don't complete the game.
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Old 29 August 2018, 20:44   #13
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ok. let us know when you're ready
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Old 18 September 2018, 00:03   #14
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Crap playable demo now available! http://eab.abime.net/showpost.php?p=1269734&postcount=6
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Old 18 September 2018, 12:53   #15
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I should probably clarify- the finished game will have a proper map rather than randomly generated blobs. For me, the hard bit was getting the smooth scrolling to match with the underlying map data and vice-versa. Now that bit's finished I can put some more effort into actually making an interesting map - the graphics & collision detection code will be the same as it doesn't care what it's drawing.
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Old 18 September 2018, 17:41   #16
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Found a bug: once I got past 400 or so points, it stopped doing collision detection.
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Old 18 September 2018, 18:56   #17
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Ooh thanks for letting me know!
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Old 17 December 2018, 21:40   #18
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I've not given up, work has been relentless of late. I plan to get back to this over Christmas.

I tried to knock up some graphics and I've come to the conclusion that I'll steal repurpose some from elsewhere if I can. Appropriately credited of course.
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