Author Topic: atic atac  (Read 8057 times)

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Offline shaymanjohn

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Re: atic atac
« Reply #50 on: 17:28, 27 September 20 »
Updated release here: https://github.com/shaymanjohn/aticatac-cpc/releases/tag/v0.4
  • Reworked the player collision model so that door entry/exit is much more how it should be - added bonus of that is that tables are now solid (i.e. you can't walk through them)
  • (though for now you can still walk through any door)
  • Hopefully the random crash bug is fixed
  • Auto open/close of doors
  • Other minor tweaks

Offline XeNoMoRPH

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Re: atic atac
« Reply #51 on: 12:29, 09 October 20 »
your amstrad news source in spanish language : https://auamstrad.es

Offline kawickboy

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Re: atic atac
« Reply #52 on: 12:43, 09 October 20 »
STE, is it your 1st CPC project ?

Offline Sykobee (Briggsy)

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Re: atic atac
« Reply #53 on: 00:06, 10 October 20 »
Looks lovely now. Doors still seem require a lot of precision (from the video) but it's all coming together nicely, it seems.

Offline shaymanjohn

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Re: atic atac
« Reply #54 on: 10:33, 10 October 20 »
Hi,


I think the doors are working as they should now actually - it's just that standing in front of one doesn't make it open (you just need to wait for the timer to fire basically).


Sound effects and a bit of logic on the boss rooms, few smaller bits and pieces and it's done.


(Then to work out what to do next!)

Offline STE86

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Re: atic atac
« Reply #55 on: 03:53, 11 October 20 »
STE, is it your 1st CPC project ?
no, but it will be the first one to get released since about 1990 :)

Offline STE86

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Re: atic atac
« Reply #56 on: 03:57, 11 October 20 »
(Then to work out what to do next!)

Well.... I just so happen to have most of the graphics for Fix It Felix jr and Dropzone already done from a while ago...

Offline genesis8

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Re: atic atac
« Reply #57 on: 22:21, 11 October 20 »
The 5th WIP was released 3 days ago : https://github.com/shaymanjohn/aticatac-cpc/releases
No video of the 5th WIP atm.
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Offline Neil79

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Offline zeropolis79

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Re: atic atac
« Reply #59 on: 15:34, 13 October 20 »
I'll admit I wasn't the biggest fan of Ultimate games on the Spectrum but eager to give the CPC version of this a try when a full version is done..

Offline Nomad

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Re: atic atac
« Reply #60 on: 16:55, 14 October 20 »
Menu screen is very much function over style at the moment...game is 6128 only...
I'm also eager to try this out. Will there be a 464 version at some point?

Offline shaymanjohn

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Re: atic atac
« Reply #61 on: 17:25, 14 October 20 »
Hi Nomad,


I'm afraid there won't be a 464 version, I need 128K to make it work for a few reasons:
  • Amstrad graphics take up more space than spectrum graphics of the same dimensions due to the higher resolution screen
  • As I'm using Mode 0 (where the pixels have a rectangular aspect ratio) I can't rotate the images in software, so they need storing twice (on the Spectrum Ultimate dynamically rotate all the doors / room decorations / etc for the side walls)
  • To avoid flickery sprites I'm hardware double buffering the screen which reduces the amount of memory I've got available
  • Being honest, it's my first project, so might not be the most efficient way of doing things. Ultimate did do a version of Sabre Wulf for the 464, but it did have flickery sprites (so not double buffered), and there's no object rotation in that game either
(I'm not knocking Ultimate there by the way - they made amazing games!).






Offline Nomad

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Re: atic atac
« Reply #62 on: 17:41, 14 October 20 »
Hi Nomad,


I'm afraid there won't be a 464 version, I need 128K to make it work for a few reasons:
  • Amstrad graphics take up more space than spectrum graphics of the same dimensions due to the higher resolution screen
  • As I'm using Mode 0 (where the pixels have a rectangular aspect ratio) I can't rotate the images in software, so they need storing twice (on the Spectrum Ultimate dynamically rotate all the doors / room decorations / etc for the side walls)
  • To avoid flickery sprites I'm hardware double buffering the screen which reduces the amount of memory I've got available
  • Being honest, it's my first project, so might not be the most efficient way of doing things. Ultimate did do a version of Sabre Wulf for the 464, but it did have flickery sprites (so not double buffered), and there's no object rotation in that game either

Thanks for the in depth explanation: fair enough. Hopefully I can check it out via an emulator or with an expanded 464.   

(I'm not knocking Ultimate there by the way - they made amazing games!).

Agreed! Their stuff under the RARE moniker is also amazing. :)

Offline shaymanjohn

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Re: atic atac
« Reply #63 on: 17:54, 14 October 20 »
I'd also like to know if this works on an expanded 464 - if the bank switching works the same as the 6128 it should do...

Offline TotO

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Re: atic atac
« Reply #64 on: 18:04, 14 October 20 »
dK'tronics or compatible must do the job.
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