Project: Serious Aliens (general discussion)

Started by Hungry Horace, January 11, 2010, 12:06:28 AM

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BooBoo

Maybe work on 4 way rap around after the hard work this should be quite easy to convert to other languages like blitz later if you want.

Whats the AGA demo you mentioned on Aminet

Hungry Horace

Pretty sure I will be using TOME for my map code, and scrolling.... There's a really good example of the TOME disk which is exactly like I want!

There are a few little AGA/ Amos examples on manner, but none feel very complete tbh.

Just wondering BooBoo, if you'd like to be involved with code/gfx/level design (any or all of these!) on this project? :) I would love to get  a team together for this one!!

The menu / intro etc code for this is coming on well. Hope to start on some game code inthe next couple of weeks :)
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


BooBoo

If I can help I will

I'll have a look at Tome but I thought the scrolling was all screen copying? Not sure this is a good idea?

Hungry Horace

Quote from: BooBoo on January 22, 2012, 07:59:15 AM
If I can help I will

I'll have a look at Tome but I thought the scrolling was all screen copying? Not sure this is a good idea?

the routine i've seen is screen copying but it is really good.

TOME package including ADFs with examples is in the downloads section... you'll be surprised what it can do!

http://www.youtube.com/watch?v=8jbf-cSvPOg

^^ have a look at the first game, and mazeman at 6 minutes... impressive stuff covering what I want to do!
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


BooBoo


skateblind

Been a while aye? :)

Glad to see you are getting back into it. Coincidentally I recently got all my amiga stuff out and started playing around with it again. I have not got back into AMOS yet and it has been a long time since I last pretended to code in AMOS. ;)

I would be interested in helping out where I can, I have continued to code/create games, so my skill level is actually a lot better than it was, but I would need to refresh myself on AMOS syntax, although that should not take long.

My first suggestion would be to maybe try add a few extra moving sprites on that Maze Man game to see if it can handle it without too much slow down. There is a jet game demo in TOME and that seems pretty fast, so maybe that would be a better example to try first?

What ever you need, I will help. I am more mature and commited to projects now, so don't worry about the old Skateblind returning. :P I will keep checking back to see what the plan is, maybe we can get into an IRC channel again?
What are you looking at?

Hungry Horace

hey skate, would be great to have you back on the team. I still had you penned down for "playtesting" but maybe i'll make a change of description in there then.

You are right about the TOME code, i will look at both in much more detail further down the line. I think i had a fault on my TOME ADF though when i tried to run the jet game? Any chance you have a working copy?

Just msg'ed kitty to see if she'd still be interested in doing some artwork etc down the line. No rush on that one though. I'd also like to know if EmuChicken wouldnt mind doing a few more 3D rendered pictures, because i've used the space-station one in the game and would really like to keep some consistancy in the style, his really was very good looking.

I'm also hoping Osiris37 might be interested in transferring some of his 2d/pixel skills that we saw on the MLM editor over to this, to help make some "new" sensible software gfx. For now, i'm going to work with rips from Cannon Fodder though.
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


skateblind

Sounds like a very good plan. My offer of help is not limited to coding, I will do anything you need.
Concerning the TOME stuff, I couldn't find my CF card, so I am not sure if I have any of that, but I know I have that card some where, just a case of searching through all my crap for it. Might be on my old HD, so I will take a look at that too.
The TOME stuff I put together is already in the downloads page I see, did you check through that or is that corrupted too? :/

I am setting up a WinUAE enviroment now, so I will check too.
What are you looking at?

Hungry Horace

#38
Quote from: skateblind on January 23, 2012, 06:11:13 PM
Sounds like a very good plan. My offer of help is not limited to coding, I will do anything you need.
Concerning the TOME stuff, I couldn't find my CF card, so I am not sure if I have any of that, but I know I have that card some where, just a case of searching through all my crap for it. Might be on my old HD, so I will take a look at that too.
The TOME stuff I put together is already in the downloads page I see, did you check through that or is that corrupted too? :/

I am setting up a WinUAE enviroment now, so I will check too.

sweet - today->wednesday I can probably be in chat quite a bit :)

the copy of TOME i got from the downloads section here, but i will check it's not just the download causing the corruption - i got an error copying the files to the HD in the UAE environment. :S

http://youtu.be/d2K83RkyQqc
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


Hungry Horace

Having switched the project to AMOS, and re-appraised what I want the game to be, there has been some slow progress.

For now, I'm just going reveal a small teaser preview....

http://www.youtube.com/watch?v=d2K83RkyQqc

If anyone wants to be involved, largely in Graphics or Coding, please get in touch :)
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadAngus

#40
You big tease, the intro music is good, certainly made me want to wait for the gameplay. Awww! no <spoiler removed by MadAngus>.


Had a little fun faffing about with the mission text. :)

Mission Briefing

The mission you have been assigned is located on planet UBIK, this mission has been designated low risk and will be operated by a two man team, you've met good. The drop point will be 3 kilometers from the primary target, you should expect minimal resistance on landing, but be at the ready and keep your eyes open, Private Horace I'm looking at you.

The indigenous lifeforms are well adapted to the high moisture content of this planet, you are not. You know the routine, so check your equipment and apparatus, there's no room for slackers under my command.

You've got your mission script, read it, it may save your life.


Mission Script

Objectives:

#1 Establish Base Camp relative to primary target.

#2 Surroundings may be hostile, scout the area for potential threats.

#3 Secure Base Camp, engage and eliminate hostile lifeforms.

#4 Proceed to Zone 2


Environment:
Area type: 39B (Marsh)

Soft marsh
Swamp lands

Movement will be slow but not hazardous.
My shadow says otherwise.

Anemos

Project of this game is continue ?
want to help,with a statics graphics ,or anything .. like 5000 pound,s :D
keep memory,s as treasure

MadAngus

I wouldn't mind trying my hand at animating some of the Abuse alien graphics, but I can't promise they'll be any good. If that sounds interesting, then I'll have a go and post the result. You can asses the work and see if it fits. I can accept that not all work is good enough or fits the theme. :)
My shadow says otherwise.

skateblind

#43
I am sure Horace knows what he wants first, but if it is at all possible, I would love some tile graphics to work with as soon as possible.

Tiles are 16X16 and they need to be able to link with each to create a varied map. E.g top left corner of building, top middle, top right, right middle, bottom right, bottom middle, bottom left, left middle and a few extra tiles for brick patterns, windows, doors and so on. Then I can stick them all together to create different shape and size buildings using only a small amount of tiles.

Cannon Fodder example maps: http://hol.abime.net/2917/gamemap

Put the tiles together on an iff image so they can be extracted within the map editor. They should be right next to each other, so DON'T put a 1 pixel grid between them. It does not matter how many are on a row or column, but keep the row lengths the same. e.g 10 tiles per row

Exactly like this, but WITHOUT the 1 pixel border round the tiles. http://8bitape.files.wordpress.com/2011/07/tileset.png?w=479
What are you looking at?

MadAngus

Thanks for the info, it's will be Sunday/Monday when I post my efforts, I want to get Volume 1 of the AMOS Newsletters released this weekend as well. The sprites need properly ripped, they're in *.spe format. We'll see then if the effort is of use and meets Hungry Horace's theme ideas. :)

My shadow says otherwise.