Sonic Mania :) Sadly not enough colours left for the rotation.
PS: Bombs coud damage those precious eggs... can I suggest bear traps? :)
The answer to this is yes and no. The base is the Tome, but it has limitations. On the one hand, it only handles byte values, which is not yet a problem, but narrows down the possibilities. Another limitation is that the editor assigns the same value to each tile, so I cannot manage multiple events for the same tile. The game uses only two layers. The first layer (standard TOME MAP) displays the Tiles. The other (not standard VAL) layer handles figures, walls, animations and basically all other events present in the map.
The twist in useage is that I work with TOME, but I use Turbo Scene for draw tiles, because it's faster, and I use the tome map command to query the value map. So I don't use TOME for what it was designed for... but it serves the purpose.
You can believe that if there weren't enough reasons for it, then it wouldn't need the chipram. But even if it could fit into 1 megabyte, the owners of 2 megabytes would hiss that it's a shame the game don't use it, even though there's an extra megabyte?
I wanted to include as many graphics as possible and unfortunately, this is the consequence.
By default, I can't put a blitter object on top of an iff animation, because AMOS automatically updates the surface underneath to a previous state when the blitter object is moved.
That's why so far I could only move sprites over it, because it didn't spoil it, but in that way I could move one "large" sprite over it.
In the new upload, however, there are several large blitter objects above it. It's slow, but worth a try.
The previous version is a different program with a custom file format. Takes time to convert and because of the custom format and loading technik.... Worked on winuae but it was unuseable on real hw. This one use the standard Iff anim format so it makes much easyer something to convert and useable on real hw. Not a miracle but faster. Compared to other players... It is capable of FF and RW playing ...with audio playback.
Hi!
The memory error was caused by me fiddling with the addresses of the icon bank so that the elements of the bank are at consecutive addresses, since that is the only way I can load them into place in one go.(It is the line FOR I=...)
Now I backup those addresses at start and restore the original state at the end of the operation, so it doesn't freeze and there are no memory errors, so the file selector also works again after playback.
If I understood the problem correctly, you can download the corrected version I uploaded(replaced).
It is exactly what you thought. The music buffer ...and I thought that Winuae emulates that and if it is ok then ok. It is a problem on Hdd as well but faster. I am sad that it is so visible. Loading the whole music to ram if possible? ... i will try. It would be better if I find something for amos, like how to play audio cd in Cd32 , it would be a solution for the sound chanels too. I dedicate the channels... Player+enemies+events+music. So possible to change it but more managable like that. The stripes are the leafes (sprites) going off screen. ... Solvable.
Normal version is not EHB because I wanted to leave some colors brighter. It is true that the speed decreases, but since the EHB layer is still available, I could use it to draw an area where the opponent is already in the shadows, but still visible.
I have made a new ADF version and added another EHB layer with a slightly different light angle ;)
Two of us work on these projects. I have more time for my own parts and ideas. Since I am not responsible for Project Horizon, I will only say that it is not forgotten. Bringing it to a ready state depends solely on the designer's free time, which, unfortunately, he does not set for himself, and this problem bothers him as well. Belive me, He also wants to finally finish it.
You do not need AMOS.
The player runs on Amiga.
Slow, because the anim is loading frame by frames are synced with audio without (DMA?) and drawing itself is slow. (So at present state Winuae is recommented)
There are many folders inside Windows-Tool depends what type of anim you want to create.
An example to create a 16 color greyscale anim in size 240x256:
1. Windows side! Install potrace on windows
2. Windows side! Make a greyscale BMP image sequence from the video you want to convert. How ? I used Virtualdub2 to do that. Open video file, add/use resize filter (240x256) than Export image sequence with 6 digit because the name of the files must be like that: "imageNNNNNN.bmp" where NNNNNN is the sequence number from 000000 to 999999.
3. Still on Windows side! If the created image sequence is in the right folder "Windows-Tool/16 color 240x256", you only have to execute "!ConvertHD16Color.bat" and wait for the result, witch will be the "Seq.Dat" file.
4. Amiga side! Execute program "VectorPlayer-16Color" on winaue/amiga and open the created file "Seq.Dat" file. If the file played first time, the program will create a *.key file (helps to use search ruler, fast forward, ect..)
If you want audio, copy the iff sample to the same folder with the same name as the amim file... for example "Seq.iff" ("Seq.mod" will also work). In that case the program will play the anim with audio. I used Goldwave to convert from Wave files to Iff sample.
The difference between 16,16+ and 32 color anim?
16 color use imageNNNNNN.bmp sequence for conversion. Simple 16 color greyscale. (4 bitplane on amiga side)
16+ color use imageNNNNNN.bmp sequence for one color scale and an extra CimageNNNNNN.bmp sequence for another 16 color.(4+1 bitplane)
32+ color use NimageNNNNNN.bmp sequence for 4 color greyscale. RimageNNNNNN.bmp for red, GimageNNNNNN.bmp for green, BimageNNNNNN.bmp image sequences for blue colors. (use 2+1+1+1 bitplane)
Because of how potrace works (detecting outlines), the image sequences you use to create COLORS must be
- leveled (above 50% .... 127 in value)
- the same size as the greyscale sequence.
- only have to contain the one color you want to mix/use (ex. only the red color in RimageNNNNNN.bmp) I also used VirtualDub2 (hue/saturation/intensity) filter to remove the colors I want/dont want to use!
If you extract the ZIP into a directory and add this directory as HDD device, You can boot from it and it starts automatic.
Another thing if you try to run it from Workbench you should copy the content of libs directory into the device your Workbench boot from.
You can start typing "Quest" but if it does not start then you are not in the right folder or device.
Sadly, all (22khz 8bit mono IFF sample) music streamed from the media where you started the game. DF0 is not fast enough (and free space) to stream iff samples directly from disk, so did not put it on disk, and if the program did not find the menu music file then it is disabled, You can replace with any sample if You want.
I put a menu disk with a part of the music file in the zip. You can see/hear how slow DF0.
If anyone can help me how to do loading and processing at the same time (in AMOS), it will be flluid and I will be so happy ...till then You will hear only thunderstorm from ADF.
1) crossbow ... maybe. I wanted to set the player to 32x32, interchangeable, which means that the size and center and shooting points are fixed, so if I changed the player it would be more useful if it stayed that way, if not then your version ... logical but then we'll see.
2) I noticed, the music is too loud. Since we are not musicians and the music is streamed and free, it is difficult to find passing music. It was decided shortly before the upload which of the options fit better but I only focused on the beat, not the volume.
3) Pop-ups are caused by the fact that the difference between the full image (352x288) and the visible frame (320x256) is 32 pixels, and the object only appears when its center is placed on the map, so when the blitter object is roughly higher than this 32 pixels, the object is displayed suddenly. My problem with this is that the way I could solve it at the moment would couse slowdown and laggs as I would have to deal with a larger image area.
...most things wouldn’t be a problem if we had already done something similar and/or knew how to handle as a whole before we implement something new in an already existing system.
Blinking is not a bug but a visual misunderstanding. When you get into a dark room, you hear a spooky sound , and the flicker is caused by light sources on the screen (torch, campfire). It comes out differently depending on the environment. In Project Horizon, the muzzle fire and explosions flashes, it is more noticeable there. Even works in the case of rain + darkness, but there is no weather in the moon and crossbows has no muzzlefire, so without these combination... it can be just an understandable disturbing flicker.
For now, only one level, as described. The reason for this is that you don’t have to wait any longer for a larger game, it also provides some enjoyment on its own and as there is a lot of time and energy making it, it turns out whether it makes sense to continue / supplement or not.