Author Topic: Magica (Development)  (Read 4459 times)

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Offline Xifos

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Re: Magica (Development)
« Reply #10 on: 16:43, 27 September 16 »
Reidrac, i am a big fan of your games !
 :)

Online reidrac

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Re: Magica (Development)
« Reply #11 on: 17:01, 27 September 16 »
Reidrac, i am a big fan of your games !
 :)

Thanks! First time ever I have a fan :)

I'll try to live up to the expectations!
Released The Return of Traxtor, Golden Tail and Magica for the CPC.

Offline VincentGR

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Re: Magica (Development)
« Reply #12 on: 18:34, 27 September 16 »
Thanks! First time ever I have a fan :)

I'll try to live up to the expectations!

Make them two.
To blit, or not to blit?
Amiga 1200 Black Project

Offline TFM

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Re: Magica (Development)
« Reply #13 on: 18:43, 27 September 16 »
Three!!!  :) :) :)
TFM of FutureSoft
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Offline villain

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Re: Magica (Development)
« Reply #14 on: 19:08, 27 September 16 »
Three!!!  :) :) :)

I'd also join the club. Any plans for merchandising? :-)

Offline arnoldemu

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Re: Magica (Development)
« Reply #15 on: 21:29, 27 September 16 »
And me :)
My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

Online reidrac

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Re: Magica (Development)
« Reply #16 on: 21:56, 27 September 16 »
Thanks folks!  :-*
Released The Return of Traxtor, Golden Tail and Magica for the CPC.

Offline SRS

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Re: Magica (Development)
« Reply #17 on: 22:25, 27 September 16 »
Looks promising !

The Wizards look like good old Sandmännchen :)


Offline TFM

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Re: Magica (Development)
« Reply #18 on: 17:39, 29 September 16 »
That video shows a bug: the wizard was using magic even when it was stunned. That's why one of them killed me twice at the end of the video :D


But isn't that what makes a true wizard?  ;D
TFM of FutureSoft
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Re: Magica (Development)
« Reply #19 on: 14:29, 01 October 16 »
Quick update!

I keep adding enemies (since my first post: Witches and Ghosts), and I have 5 different tilesets (3 of them final, the other two may need review).

Example of the "winter" tileset (showing a ghost going through the walls).

20618-0

I've improved a little bit the performance of the engine and I can manage 6 enemies fine if I don't add too many of the ones using "heavy" AI, and 8 if they're simple ones; but I don't think 8 enemies is realistic to keep it smooth.

I'd like to get to 8 enemy types ASAP so I know how much memory I have left and I can concentrate in the "pack the map" problem so I can include as many screens as possible.

I'm still thinking on the frame story; and perhaps if I can make sense of the tilesets, I could add "world map" as you progress the different stages.

The clock is ticking!