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#1 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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Jump Besi Jump
Little game about our dog Besi who loves to jump
![]() ![]() Requirements: A500 1MB Code & music - Cobe Gfx - d4rk 3lf & Koyot 1222 Code based on Graham Humphreys "Downfall" Music module is cover of DJ Nick's "Running Snake" http://aminet.net/package/game/misc/JumpBesiJump |
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#2 |
Registered User
Join Date: Nov 2019
Location: Greece
Posts: 992
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Kawaii, will try it later!
Thank you so much! |
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#3 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,944
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Great job Cobe, very addictive!
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#4 |
Puttymoon inhabitant
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Ha ha, our old Downfall has a new use
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#5 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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Thanks guys!
@Predseda Yup, I reverse engineered it, well not engineered but reversed it ![]() |
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#6 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 334
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and small gameplay:
[ Show youtube player ] |
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#7 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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I totally missed this :O impressive use of parallax, super cool!
![]() It took me a little bit to understand, but this is what I figure is happening (let me know if I'm wrong) - The dog and the edges are sprites - The front playfield is the platforms - The back playfield is the clouds - The far clouds are blitted to the back playfield every frame, which you can do because they're short and a single bitplane. Last edited by earok; 25 December 2020 at 03:24. |
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#8 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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Yup, u'r right. Just, cause the back playfield is moving slower, every other frame, I blit ony half of the far clouds per frame. And cause they are single bit plane, I arranged palette so that I get that suttle trancperency of the back playfield clouds.
Last edited by Cobe; 25 December 2020 at 11:46. |
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