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Author Topic: New game - Oubliette  (Read 5492 times)

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jimwon2016

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New game - Oubliette
« on: April 16, 2016, 03:19:36 PM »

Hello,

I returned to AMOS coding a couple of weeks ago after a looong hiatus since the mid 90's. With the help of lots of online resources, this forum in particular, I have finished a game that I've uploaded to Aminet  here: http://aminet.net/package/game/actio/Oubliette as an .adf.

Please check it out if you have the time, I'd love to have some feedback and any bug reports.

Cheers!
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Amiten

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Re: New game - Oubliette
« Reply #1 on: April 17, 2016, 01:04:48 AM »

Hello,

Good game mate, I like the músic and the way playing  looking for the exit and when the boss dragón enter the músic change very good.

Now the things I Will improve if is my game or Just my impresion after playing 15 minutes? Well enought to go in level 2 and loose there.

The player I sugest to Acelerate a bit its to slow and for kill the enemys are flyging in the screen reboting  in the walls some times are Hard.

May a litlle improve in the IA of The enemis or add more weapons May get more fun but who I tell you Good Job!!. nice One.

Cuestión?  Use Sprite o bobs? Cheers

Keep up the good work.

Regards
Johnny

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jimwon2016

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Re: New game - Oubliette
« Reply #2 on: April 17, 2016, 09:20:19 AM »

Hi Amiten,

Thanks for playing and for your suggestions on things to improve!

To answer your question, I usedd computed sprites for the objects. When I used to code in AMOS as a teenager in the 90's, I could never figure out how to use them, so for this game one of my goals was to finally get too grips with using them!
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Amiten

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Re: New game - Oubliette
« Reply #3 on: April 17, 2016, 07:03:47 PM »

Same here hehehe never understan clear the computed sprites XD Would be nice if you can explain us how you use in your game the computed sprites  (virtual Sprites). Dimensión colors sprite numbers etc. .. cheers!

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Lonewolf10

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Re: New game - Oubliette
« Reply #4 on: April 17, 2016, 07:58:44 PM »

Great game... made it to level 3 before deliberately giving up (I still had 5 lives). I spent way too long on level 1 - I deliberately went through every room ;D
I also see influences from Zelda, Ghouls 'n' Ghosts and possibly other games too :)

How many levels are there?

I was playing on WinUAE (2.0.1) using my A600 setup and a 68000 CPU. There was some occasional flickering of the sprites and the score area. Occasionally the sprites would dissappear - even the main character - for about a second or so before reappearing.
« Last Edit: April 17, 2016, 08:11:15 PM by Lonewolf10 »
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jimwon2016

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Re: New game - Oubliette
« Reply #5 on: April 17, 2016, 08:15:17 PM »

Amiten - No problem, I will do a little write up tomorrow with the rules you need to follow for computed sprites.

Lonewolf10 - Thanks for playing! There are 9 levels with increasing difficulty before the game wraps to first level. Layouts and such are randomised - each room you visit will give you a bonus at the end of the level so I expect you managed quite a high score! I think it is just a hardware limitation that the sprites flicker, I quite like that sort of aesthetic though - I'm a big 8bit retro gamer :)
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Amiten

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Re: New game - Oubliette
« Reply #6 on: April 18, 2016, 01:22:57 AM »

Thanks Jimwon20166.

Yes must be a hardware limitation what Lonewolf10 say . Sorry for spam a litlle your thread jimwon2016 but for show another example May not in the same way like Oubliette does when play in a plain A500/A600 1Mb but this game i'm rewrite / recreate in Amos force me to disable double buffer for run in A Stock A500 and some Flickr are there when 4 o more objects are in the screen . Try your self here http://www.amiftp.honor.es/amiftp/amiga/Amiten%20Software%20Inc/AmipssstA500demo.adf

Seems the 8 sprites barrier Still there and with a 68000 7.14mhz 1Mb or so We need to down the requirem3nts and fit to a non unlimited recurses.

Agree again nice game in 1 floppy disk. Keep the good work.

All The best


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jimwon2016

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Re: New game - Oubliette
« Reply #7 on: April 18, 2016, 10:02:21 AM »

Hi Amiten,

Here is the rules I stuck too when using 15 colour computed sprites in my game:

1 - Draw your sprite images on a 32 colour screen and make sure you only use colours 16-31 on your sprites. This is the only range of colours sprites can use and there are more rules if you want to have 3 colour sprites. I used the object grabber program in AMOS to create a sprite bank.

2 - At the start of your program, make sure you hide the mouse pointer and run command: Set Sprite Buffer 256. This increases the height of the hardware sprites used to make computed sprites to maximum.

3 - When opening a screen for sprites, run command: Get Sprite Palette. This makes sure you will use the right colours.

4 - For computed sprites, make sure your sprites are numbered in the range 8 - 62 and do not use odd numbered sprites. This is important because you have no control over which hardware sprites are used to generate computed ones and having odd numbered sprites can cause problems.

5 - When positioning a sprite onscreen use the following command: Sprite NUMBER,X Hard(X Co-Ord),Y Hard(Y Co-Ord),IMAGE. The functions X Hard() and Y Hard() are important because they convert the hardware co-ordinate of the sprite into a screen co-ordinate, otherwise the sprite will not display in the location you want it too.

Limitations of sprites mean that for every horizontal or vertical line on the screen display there can only be 64 pixels of sprite. If there are more pixels in a line then the sprite switches off. In a moving action game this appears as sprite flicker but in a static display they will not show up if aligned in a grid. This limitation is improved to 128 pixels a line when using 3 colour sprites, but I didn't get to grips with those.

I think your game is a very close rendition of Psst! I have never played the original, but I found a video online of the Spectrum version and it is very similar.

If you use sprites for your bugs you will run into more problems with flicker because they are long in the X Axis - I guess 32 pixels? This would mean you could only have two of them on one horizontal line before the switching off happens. I think Bob's would be best for your bugs and maybe use sprites for your bullets.

Hope this is of some help to you and sorry if it is information you already know.

Cheers!
« Last Edit: April 18, 2016, 10:04:03 AM by jimwon2016 »
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Amiten

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Re: New game - Oubliette
« Reply #8 on: April 18, 2016, 03:50:08 PM »

Many Thanks! ! Its a great Información  Thanks! ! I take that in mind to work with computed sprite. All The best . Regards

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