20 September 2021, 12:42 | #181 | |
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Yes, i have an exe. I simply compiled the LZ VisualStudio solution from here: https://github.com/AxisOxy/Planet-Ro...s/doynamite68k I uploaded it for you into THE ZONE (lz.zip). |
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20 September 2021, 12:56 | #182 | |
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As an aside, I forgot that I generate the bitmap mask on the fly on my streaming solution... so this might not be the best idea for me. |
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20 September 2021, 13:03 | #183 | |
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I see. For my needs it was usually best (and easiest) to incbin the compressed bitmaps (with generated masks) and decompress them from slowmem on start of a level. As masks compress usually very well i don't think you loose much mem this way (in comparison to generating the masks on the fly). |
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20 September 2021, 13:20 | #184 | |
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The solution I have now works... I might opt to combine the bitmap with the mask data.... if I run out of slow ram (a distinct possibility now). |
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21 September 2021, 02:02 | #185 |
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21 September 2021, 16:05 | #186 | |
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looking amazing, keep up the good work. can I nitpick though? and I know this isn't final, but...
in the original game, the way the enemies fall makes sense, but particularly in this level, it baffles the mind. could they just fly off towards the side of the screen instead of falling down like if there was some kind of weird gravity going on? otherwise you'd have to change the way the graphics are designed... anyway, again, just a nitpick. it's all looking brilliant otherwise. Quote:
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21 September 2021, 16:30 | #187 |
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I also wondered about this but then came to the conclusion that this is just an element of the original game that has to be accepted as it is. Falling down the screen doesn't make much sense in the original indoor levels either because I would assume there also is a wall on the other side of the corridor that was just removed for perspective. Falling down the screen would make sense inside the underground station levels, though.
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21 September 2021, 22:02 | #188 |
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I think falling down is the most elegent/logical thing to do with them? It would look weird if they had to fly they entire length of the screen before leaving. (they'd also get in the way)
It's old game shorthand for dead. It doesnt make sense when mario and sonic fall off the bottom of the screen through all the platforms either? (or any of the other millions of characters who do the same) |
21 September 2021, 22:18 | #189 |
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not to mention the corpses instantly decomposing in a lot of other games... The first impossible thing is that 1 person has the stamina to one-punch/one-kick all those grunts.
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21 September 2021, 22:55 | #190 | ||||
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I love discussing these sorts of aspects to game design, I consider that the arcade software engineers that worked for the likes of Irem, Capcom, Taito etc were the best around. Only when I began to port games did I realise just how much detail went into these sorts of decisions that made the games extremely playable. You also start to see the huge flaws in other games that have been poorly designed or with little thought, i never appreciated game designers as a profession... but Boy I do now. Anyway... with this discussion I decided to pop a little gift into the Zone. Yes there's bugs here and there, but I'm interested in your thoughts on the collisions and general flow. Graeme |
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21 September 2021, 23:35 | #191 |
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22 September 2021, 00:14 | #192 | |
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Absolutely right about old arcade games. Some seemingly very simple games have loads of tiny nuances that you hardly ever notice until you look closer at the games design. |
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22 September 2021, 03:36 | #193 | |
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The arcade designers of the 80s were absolute masters of addictive games as a result |
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22 September 2021, 10:15 | #194 |
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Great game!
[ Show youtube player ] |
22 September 2021, 11:32 | #195 | |
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Using keyboard, what's the key to use punch? Thanks in advance |
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22 September 2021, 11:39 | #196 |
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22 September 2021, 12:14 | #197 |
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Superb work. I'm sharing in communities away from eab as well.
Keep up the great work McGeezer |
22 September 2021, 17:43 | #198 |
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Ah yeah! This looks great! Love to see the improved graphics!
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22 September 2021, 19:50 | #199 |
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Much better than I thought Kung Fu Remaster would look like. Great stuff.
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22 September 2021, 20:39 | #200 |
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I am just ALL the excited about this.
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