Author Topic: Nogalious  (Read 942 times)

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Offline rafa32gr

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Re: Nogalious
« Reply #10 on: 19:42, 19 November 17 »

This occurs in spectrum and MSX too, it's hard to see 50fps games. Take in consideration that they are computers, not game consoles, so they were designed to do other things not only games  ;)


But I agree with you, it would be really nice to get 50fps!
Since MSX has Hardware sprites, its much more easy 50fps task, in fact, Nogalious MSX works on 50fps, the MSX problem is 4 inline Sprite rule and the fact that if you want a 4 color sprite you must to combine 4 sprites
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Offline Gryzor

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Re: Nogalious
« Reply #11 on: 20:05, 19 November 17 »
This looks really lovely; I've been following the progress and it's great to see how it's coming on!


Only gripe I have: the arrows flickering when colliding with the drops (and other elements, probably?). Keep it up!

Offline rafa32gr

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Re: Nogalious
« Reply #12 on: 23:29, 19 November 17 »
This looks really lovely; I've been following the progress and it's great to see how it's coming on!


Only gripe I have: the arrows flickering when colliding with the drops (and other elements, probably?). Keep it up!

Of course it will be fixed, main task was 50fps on the sprite character, the engine is still in development, but i must switch to MSX , C64 and Spectrum version, soon will be another CPC actualization.
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Offline Gryzor

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Re: Nogalious
« Reply #13 on: 23:30, 19 November 17 »
Of course it will be fixed, main task was 50fps on the sprite character, the engine is still in development, but i must switch to MSX , C64 and Spectrum version, soon will be another CPC actualization.
Sweeet!

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Offline jesusdelmas

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Re: Nogalious
« Reply #14 on: 04:47, 20 November 17 »
The game is developed in C with some routines in assembler to make it more efficient, since the goal is none other than to make the protagonist go to 50fps, and it is not an easy task.

The game, in its version for CPC, aims to be as close as possible to the PC version in all its aspects, but will not require the 128 kb of 6128.

I leave a short video with the engine running so they can hear the soundtrack and see how the character moves.

http://amstrad.esy.es/nogalious/nogalious_video.mp4




The Music is awesome!

Offline Rhino

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Re: Nogalious
« Reply #15 on: 18:38, 20 November 17 »

Yes, i know, its for that i work on it, of course, its not an easy task, but, think on there is no scroll, and it make the task more easy than your impressive work on pinball Dreams.
Congratulations for your very very impressive work Rhino.

Thanks, and good luck with your work!

Offline rafa32gr

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Re: Nogalious
« Reply #16 on: 00:14, 23 November 17 »
Goal, achieved.
We have managed to obtain the 25,000 euros of financing and I want to thank all those who have supported us.
Thank you very much.

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Offline Captain Past

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Re: Nogalious
« Reply #17 on: 09:06, 23 November 17 »
Congrats for getting funded!


One question:
The € 15/20 Digital Copy tier includes all digital versions but not the C64 version?

Offline rafa32gr

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Re: Nogalious
« Reply #18 on: 12:34, 23 November 17 »
Congrats for getting funded!


One question:
The € 15/20 Digital Copy tier includes all digital versions but not the C64 version?

This tier has a delivery date that cant  content c64 version, because the c64 version has a release date of June, but when it is released, it will be available for digital backers.
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Offline Gryzor

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Re: Nogalious
« Reply #19 on: 09:38, 01 December 17 »
Ok, so it was funded, which is really great and I can't wait for it. But with all the shortcomings and confusion of the perks set-up I missed out on the physical add-on. Quite frustrated about this. Even now, looking again at the pledge levels, I can't see how I would get the CPC version AND the digital release???