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Old 08 February 2019, 12:50   #21
viddi
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Part 1 doesn´t boot atm. but I´ll release a bootable V1.2 some time soon.

The new supporter package includes a new (limited) jewel box for TOG1.
So now it´s possible to get a complete physical collection.

There is a Mega Pak bundle but TOG1 will remain freeware due to copyright reasons.
But the new TOG1 box will help users that missed the original release 5 years ago.
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Old 08 February 2019, 13:08   #22
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TOG1: I see. Hm ... So what I would need is the MegaPak V2 without Heores and the poster but instead the TOG1 jewel case, that would be:
MegaPak V3:
- TOG1 Jewel Case (and downloadable V1.2)
- TOG2
- TOG3

Is that possible? :-)
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Old 08 February 2019, 14:09   #23
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Quote:
Originally Posted by Clydos View Post
TOG1: I see. Hm ... So what I would need is the MegaPak V2 without Heores and the poster but instead the TOG1 jewel case, that would be:
MegaPak V3:
- TOG1 Jewel Case (and downloadable V1.2)
- TOG2
- TOG3

Is that possible? :-)
You should go for TOGII + the supporter package.
Another Mega Pak woudn´t make a big difference money-wise.
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Old 08 February 2019, 14:18   #24
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Hehe, yes, makes totally sense, thanks for the hint. :-) Sorry for being blind or focused on mega packs to much. :-)
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Old 14 February 2019, 20:43   #25
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I´m currently working on the first quest and it turned out that 32 pixels on the left and 32 pixels on the right remain unused because of solid blocks.

They won´t be displayed from now on. You get a nice speed up in return.
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Old 17 February 2019, 16:28   #26
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Tales of Gorluth III - PLAYABLE DEMO





Here is the first playable demo of TOGIII.
There is still a lot of work to do (for example skippable text boxes, more animations, and so on ...), but now you can check out the beginning of the game.

DEMO:
http://www.amiworx.de/demo/TOGIII-DEMO.zip

I am very happy about your support so far.
And every single pre-order accelerates the development.

Suggestions and ideas can be expressed in this very thread.
Thanks a lot.
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Old 17 February 2019, 16:45   #27
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Thanks viddi, the graphics are a lot better in this than the previous games and the screen size is larger too

One issue though, that also happens in previous games, if I press the 2nd joystick button the game then freezes... I remember that you couldn't work out what caused this, but just letting you know if happens here also
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Old 17 February 2019, 16:50   #28
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Quote:
Originally Posted by DamienD View Post
Thanks viddi, the graphics are a lot better in this than the previous games and the screen size is larger too

One issue though, that also happens in previous games, if I press the 2nd joystick button the game then freezes... I remember that you couldn't work out what caused this, but just letting you know if happens here also
Ah! Thanks for the info.
Didn´t change the control scheme yet.
I´m pretty sure that I can fix this issue for TOGIII.
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Old 18 February 2019, 18:04   #29
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Old 18 February 2019, 20:08   #30
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Thanks again for your great support, mate!

This will be the pinnacle of the Gorluth saga for sure...even gameplay wise.
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Old 26 February 2019, 21:54   #31
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You're most welcome
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Old 03 March 2019, 19:33   #32
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Movable boxes:
[ Show youtube player ]
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Old 10 March 2019, 16:15   #33
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~ 1 hour of gameplay so far.
Here´s a pic of the level I´m currently working on...


The supporter package is only available until March 31.
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Old 10 March 2019, 21:03   #34
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Hey Viddi, good work so far! I love the new gfx style
Want some feedback?
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Old 12 March 2019, 21:28   #35
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Quote:
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Hey Viddi, good work so far! I love the new gfx style
Want some feedback?
Thanks! Sure.


---------------


160 colours on screen:
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Old 13 March 2019, 15:27   #36
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Quote:
Originally Posted by viddi View Post
Movable boxes:
[ Show youtube player ]
How come the boxes move before you touch them ? Is this a limitation of backbone or just miscalculation on collision detection that will get fixed?
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Old 13 March 2019, 18:57   #37
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Quote:
Originally Posted by S0ulA55a551n View Post
How come the boxes move before you touch them ? Is this a limitation of backbone or just miscalculation on collision detection that will get fixed?
The player sprite hits the box. Plus there is an event box in front of the box tile.
"Problem" might be the sword.

All in all it's fixable by adjusting the player sprite size or its hit box.
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Old 13 March 2019, 19:04   #38
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Edit: Regarding the sword: I checked the demo video. It´s the other way round.
I used the unarmed player sprite. Looks much better with sword attached.
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Old 30 March 2019, 12:45   #39
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Reminder: the pre-order campaign ends tomorrow!
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Old 23 April 2019, 21:47   #40
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Update!
[ Show youtube player ]
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