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Old 03 September 2021, 00:20   #1
acidbottle
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Wonderboy

[ Show youtube player ]

Well here will be my entry for Amigamejam, SEGA's Wonderboy.

Made using earok's amazing Scorpion engine along with Aseprite and PPaint.

Have some bugs to squash and many features/levels to add, including tweaking of the skateboard and the egg crack routines (which is proving tricky) along with the fairy egg.

Area 1 Round 2 is also mostly up and running but want to have round 1 working well before working on that any further.

Seen some amazing looking ports recently and hope when this is released you will enjoy this one to!
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Old 03 September 2021, 00:24   #2
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Loved Wonderboy. This looks really close! Is it going to run on an A500?
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Old 03 September 2021, 00:26   #3
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Aiming at OSC with some extra memory, palette is 32 colour. Will do my best to get it running on A500 for sure.
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Old 03 September 2021, 01:04   #4
Mixel
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Ahh! Yes! This is looking great! Congrats And good luck with the rest of it!
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Old 03 September 2021, 01:19   #5
malko
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Quote:
Originally Posted by acidbottle View Post
[ Show youtube player ]
[...]
This arcade footage doesn't fool anyone


Joke aside, this is really good so far .
Do you plan to implement as well the bonuses that happen when you jump or throw axes on some places?
Hope you will manage to port as much of the levels of the game as possible. Keep up the excellent work !
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Old 03 September 2021, 08:35   #6
DanyPPC
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Loved Wonderboy. This looks really close! Is it going to run on an A500?
Scorpion Engine ?
I think an A1200 + Fast Ram is required for 50Hz gameplay without slowdowns.
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Old 03 September 2021, 08:45   #7
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Have some music assets i made for the attempted Seko port, but still missing pieces - let me know if you want it
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Old 03 September 2021, 08:51   #8
malko
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Originally Posted by DanyPPC View Post
Scorpion Engine ?
I think an A1200 + Fast Ram is required for 50Hz gameplay without slowdowns.
Shouldn't. Here is a quote of the 1st post of the "Scorpion Engine" thread :
Quote:
Originally Posted by earok View Post
[...] I've been working on an engine (derived from my previous Kiwi's Tale/AlarCity work, which in turn will form the basis of the final AlarCity engine), and it's becoming another "easy" game maker tool for Amiga. There's three things about it in particular that (hopefully) set it apart.

1. It's designed first and foremost to allow the creation of games that run at 50HZ on A500. [...]
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Old 03 September 2021, 09:12   #9
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Nice!
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Old 03 September 2021, 09:17   #10
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That is a classic that I loved.

Looking great
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Old 03 September 2021, 09:47   #11
Mixel
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Quote:
Originally Posted by DanyPPC View Post
Scorpion Engine ?
I think an A1200 + Fast Ram is required for 50Hz gameplay without slowdowns.
Nah, that’s what I needed for CMOhn’s high spec build running in EHB64 with tons of parallax etc. I’d imagine this gets flawless 50fps on an unexpanded A1200.

I’ll be impressed if it can run at 50 fps on OCS though, though not really surprised! I think monkey lad ran smoothly on OCS.. but this has a lot more going on. Exciting.
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Old 03 September 2021, 10:09   #12
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God bless earok!
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Old 03 September 2021, 10:46   #13
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Old 03 September 2021, 13:18   #14
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@ malko - Thank you! I intend to throw in as much as my limited skills will allow, certainly the doll bonus and perhaps even the ESC bonus to. The intent is to get at least 2 levels running solid and well then adding in little extras as time allows. Since the project may not be complete by the end of February, will certainly continue work on it for as long as is possible.

@ Mixel, again thank you! I fear you may be right about OSC and steady 50fps. It certainly works flawless on unexpanded a1200 (tested on real hardware but use winuae for testing mainly).

I did have a quick run on some settings this morning. Results were not as stellar as I may have hoped. It does run on OSC with 512 chip and 512k other ram, 68000 cpu, but there is very noticeable slowdowns and a couple more visual bugs to. Runs on 1.3 right through to 3.1.4 to which was nice! However, despite bumping up the stock A500 cpu to 68020 it didnt help too much. Will keep optimizing though as there is plenty of scope for that, including shifting bobs to sprites. Cannot shift the main character though due to my palette setup, doh!

@saimon69 - Much appreciate your offer, will message you if required since I probably wont have time to re-learn my protracker (lackof)skills!! Certainly would be nice to get some sound fx in game at this stage. The music would need creating from scratch at my end since no wonderboy like mod exists afaik.

@indie retro news - thanks for the coverage, so much going on at the moment am sure everyone's head is spinning! The quality of all of these projects are very high. I say now there is no chance of this winning but it is real good fun giving it a bash!

Last edited by acidbottle; 03 September 2021 at 13:30.
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Old 03 September 2021, 13:58   #15
Girolamo85
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wow! Great news, respect!
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Old 03 September 2021, 14:01   #16
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Nice one...another fine port
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Old 03 September 2021, 14:20   #17
Mixel
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Quote:
Originally Posted by acidbottle View Post
I did have a quick run on some settings this morning. Results were not as stellar as I may have hoped. It does run on OSC with 512 chip and 512k other ram, 68000 cpu, but there is very noticeable slowdowns and a couple more visual bugs to. Runs on 1.3 right through to 3.1.4 to which was nice! However, despite bumping up the stock A500 cpu to 68020 it didnt help too much. Will keep optimizing though as there is plenty of scope for that, including shifting bobs to sprites. Cannot shift the main character though due to my palette setup, doh!
Depending on how you go with sprites.. I'd probably try frameskip2 to have it run 25fps, at least to see how it plays.. I'd make the full speed version first though.

A stable 25 is better than a irregular 25-50 imo.. On a related note.. Now things like Yield support variables, one of the things I'm going to do with my low spec CMO is abstract all my timings so I can replace every eg 15yield with a 7 tick yield by just changing a single variable. That will save some time when converting code blocks for the 25fps build.

Last edited by Mixel; 03 September 2021 at 15:49.
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Old 03 September 2021, 15:04   #18
UltraNarwhal
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Depending on how you go with sprites.. I'd probably try frameskip2 to have it run 25fps, at least to see how it plays..
This'll definitely need frame_wait 2 to make it smoother experience on a OCS/ECS system.
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Old 03 September 2021, 15:19   #19
KONEY
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NICE!!

Why not add some copperlist gradient to the sky? Maybe with an option disable them, but having improvements to the original is always nice
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Old 03 September 2021, 15:58   #20
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is there something that scorpion engine (and talent ) can't do ?

I'm amazed about the number of people who successfully adopted this engine. This is incredible work (and Wonderboy is a long awaited game too).

The competition is going to be crazy. Good work.
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