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I like the concept of building a deck of abilities and combining cards together to make a tighter deck to go against your opponents! The game itself does definitely have some polish needed, and hopefully the finished build does have some fun GFX and sounds!
Thanks a lot from your feedback, also good to hear that you liked to Combining cards part and building the deck part, for at this point I am still very much thinking which way to take the game to, as there are different kind of possibilities. Like one possibility I have been thinking is that currently Pending Movement is simply stacking the amount of movement together and then in the end either fails to do it, or does it all, but another option could be that each movement card would be handled separately. As in if you have 2 x 1 move, and 1 x 2 move, instead of simply moving 4, it could do the move for each card separately, as in moving 1 + 1 + 2. This would then give a possibility that not every move would succeed, like there could be weather conditions on a match, like rain. If there is rain, then there could be for example 20 percent chance for each move card to fail.
And then this again gives other possibilities, like two main things still missing from this game is "Items" and "coach skills" (WIP name).
Idea with Items would be that you could for example get Rubber Boots, which could for example negate the rain effect.
Idea with coach skills comes from the Premier Picks one card. For in original Premier Picks there was this one card which let you click on cards for a short amount of time in hopes of finding a goal card. I am thinking that something like this would be a Coach Skill that could be activated by getting the skill, and having enough skill points to do it. Not sure however yet how those skill points would accumulate during the game. But basically those coach skills partial idea is also to make the game less random, as right now it is heavily luck based, that your strategy is in current version practically limited in shaping your deck. However, since original Premier Picks was luck based, I do like to keep the randomness as the default idea of the game, while still trying to add some strategic elements. Like one of the Coach skills could be that unflipped cards would be divided into two same sized groups, where one of the groups would contain all the bad cards. This would give you some strategic element, while still keeping the luck, as while you have a chance to turn only good cards, there would still be 50/50 chance that you pick the wrong group.
The Rogue part of the game is still missing too. Idea is that you can buy yourself permanent cards, and you will have character (maybe your football club?) and you will gain some sort of XP each time you play and win etc. and then after the game is over, you can use that XP to unlock more options, like maybe right at beginning having more cards at the table.
Basically my idea is that the aim of the game would be that at some point the player would have, similar to original Premier Picks, a load of cards in table to pick from.
I suppose you tried AOS3 version. While there is AOS3 version, it is basically just for the emulator guys, since it is done with Hollywood, it is pretty heavy and wont work on any real classic hardware.
Also, I am suspecting this problem might actually have to do with the way how I am opening the display, I am going to update the exes today to open the display differently (letting user choose the mode), now that the submission deadline was extended.
Thanks for letting me know.
Yes indeed its the AOS3 version. Im trying it through emulation and FS-UAE with Picasso IV and 68040, might throttle it if I see its too slow.
I see there is an image 1920 x 3414 x 24bit and even the smaller images are 24bit
I can try converting them just to see where it breaks.
I have renamed the executable RFCG and its folder to RFCG
I renamed the "gfx" folder to "gfx2" and ran it, I was expecting it to tell me what file it was attempting to load but nothing changed, same exact error as before.
SnoopDos output log is here https://www.sendspace.com/file/e2ywsc
But the errors I see are mainly:
GetVar codeset_default Global Fail
LockScreen HOLLYWOOD.1 Fail
I hope this information helps
Thanks.
It actually crashes when trying to open the display already. It is automatically trying to open 1920x1080 Window, but I don't know how Hollywood handles a situation where screenmode is smaller than that.
I am changing the code in such way that it will scale the window to fit the current resolution. But still, this is basically not meant for AOS3, although I suppose through emulation with beefy enough machine you might get it to work properly.
Actually, now that you are active there, I just uploaded the updated AOS3 exe separately to the download files. If you can try and see what happens, it would be good to know.
I just tested the new binary, with and without -fullscreen and with pre-setting the resolution to 1920x1080 16bit
Now I am getting the same error but with
That is strange. It should have basically worked as far as I understood. It is still complaining about the same opening the display part, as I adjusted the code it changed from line 16 to line 27.
Not sure I am able to check this out before Submission deadline.
Do you have an OS 3 working setup? Maybe I just configure it to be the same as the environment that works for you and then I can start troubleshooting.
OK I managed to get it working somewhat on WinUAE and FS-UAE using and Picasso IV 4MB.. I will troubleshoot to see what exactly caused that line error.
The game plays in a screen in the background but there is a black Hollywood window in front that is annoying.. I will be trying parameters to get rid of that window as it seems unnecessary for the game.
Finished troubleshooting:
Any configuration with less than 128MB RAM starts to give errors on creating screens (Line 27 and other errors).
Requires resolutions of a minimum 640x480 Hi-Color 16bit or True Color 24bit
The annoying black Hollywood screen keeps reappearing in the foreground blocking the view with total blackness, can just click randomly outside to hide it again, but clicking anywhere other than the cards makes it reappear.. so I am looking in how to get rid of it permanently.
I spoke with the organizer, Amiga Cammy.
She said "if your update is to get the game working, it should be okay!"
I have OS3 version working pretty much OK except for that Hollywood black window annoyance now. Any idea how to rid of it?
I assume the black window is not appearing on the PPC ports? (I couldn't get the PCx64 version to run)
Except for the performance compared with PPC Amigas, the gameplay side should be the same for everyone to experience your game.
This is mostly for convenience of testing them all in a bundle package which I am preparing. Thanks for your time.
I have only tested the PCX64 version, none of the others, so I hope the PPC ports don't have that black window too, I am also wondering why is it doing that. Only thing I can figure where it should display a black window is if the Debug Window would be started, in which case there should read something in that black window. And at least when I run the game myself, I don't get any debug printing out, and there shouldn't be any debug printing that only AOS3 would activate.
That the PCx64 version is not working is strange. How does it not work? Does it give some error?
I just downloaded all those bundles and the separate PCx64 version, and they all work on my machine.
There is a known issue with double or more monitor setups, where it shows either a black screen or doesn't show anything. Depending which one happens, you can get around it by using: ALT + F4, or WINDOWS + SHIFT + RIGHT.
However, you should have seen a message about this double monitor issue when you started the game.
It would be great to get that double monitor issue fixed properly, for it seems to be with Hollywood itself somehow and many seem to be encountering it, but problem is that neither me or Andreas (Hollywood dev) are able to reproduce it.
By the way, you did notice that I sent new versions yesterday bit before the submissions deadline? Now it asks at beginning in what screenmode to open the game.
Dont know if this helps or not with AOS3 version, but it was like a best guess shot.
And thanks a lot for reporting all this. I think I need to set emulator environment up myself to test the AOS3 version myself too. But as already said, AOS3 version isn't really there as a version to use, but rather for those who might want to use emulators or those who want to play this in year 2050 with their newest fastest classic.
Great work! seems you fixed that foreground window from opening in the OS3 version!
I also found a workaround for the previous version, for historical reasons I will give you the details.
Full Screen modes (using either of MODEREQUESTER ASKDISPLAYMODE AUTOFULLSCREEN FULLSCREEN )
always had the black Hollywood foreground window of 800x600 which covered most of the playable area and was bringing the window in the foreground with clicking in the bounds area of the window (even when it wasn't visible) and clicking outside of the area was making it disappear again. The window was fixed size and at center position and wouldnt resize in any of the fullscreen modes, so could only play at higher resolutions than 800x600 by clicking at the far edges to send it in the background again.
Using the following parameters allowed that window to shrink to 1 pixel and allowed the game to be playable:
-WINDOW -WINHEIGHT=1 -WINWIDTH=1 -BORDERLESS
Window modes were much slower in performance so Im grateful you resolved that issue.
PCx64:
Actually I have 3 monitors, and one is a TV (as 3rd) in another area, so the Hollywood window was opening there..
Brought the window to my main monitor with resolution 1920x1080 and selected "Full screen (best fit)" and I get the error:
Error opening screen!
File: main.hws (current line 28: in function: OpenDisplay)
Choosing the "Window" option it opens up a taskbar app "AI Kills All Humans" but there is no display.
Choosing "manual mode", I choose a resolution and I indeed need to bring the window over to the main screen, but it only shows black.
Also it seems to be showing only the low screen resolutions of my 2nd monitor which is also set to portrait mode: 1024x1280, 480x640 etc.
And doesnt show any of my other monitor resolutions which have higher resolutions (1920x1080, 1680x1050).
This is great feedback!
I passed this info to Hollywood forum of the tipic: https://forums.hollywood-mal.com/viewtopic.php?p=21468#p21468 so Andreas can take a look at this and perhaps get some idea what the problem is. Maybe you can even jump in and join the conversation to help fix this bug.
This is actually first time that someone reports it doesn't work at all, and that crash too, so this might help giving idea where the problem lies at.
For everyone else it has worked after they have either used ALT + F4 or that WINDOWS + SHIFT + RIGHT.
I think other one moves to other monitor or something like that, about the other ones purpose I am not sure, but I think black window issue was fixed with that WINDOWS + SHIFT + RIGHT.
By the way, you mentioned it had jumped to TV monitor, so did you even see the text displayed telling about this bug?
For so far to my understanding others have seen that message, while after that it might become either black screen or disappear.
I think it was after they select the screenmode that it either shows blackscreen or disappears, not before that.
Yes, the window writes about the bug exactly as in your text. I bring the window over to the left where my main monitor is and click left mouse button to continue.. perhaps I am confusing it by moving it from 3rd monitor to main.
My current setup is like this
Left to right
Left Main 1920x1080, Middle 1024x1280 (portrait), Right TV 1920x1080
For the AO3
Would you be able to remove that AskDisplayMode feature ? if I set the mode manually using the moderequester or autofullscreen,
I now get another popup requesting desired display mode. Seems as if AskDisplayMode is forced now.
We can however include this option in the icon info as a ToolType row which imo can be easily removed/adjusted if needed.
Also, if I set the AskDisplayMode in the tooltype now, I get a menu twice to select display modes.
One more thing I noticed now with this last AO3 version, is that choosing resolutions 1024x768 or 1280x1024 or above, do not have any benefit, as the game resolution remains at 800x600 and is aligned top left of the screen.
Yeah, it can be done and actually Andreas have even recommended not to use the ask mode anymore since he thinks it is bit old and might not be completely compatible anymore.
However, since I didn't know what to do and deadline was closing, I figured it was best option to hopefully get it to work on AOS3 by putting that Ask requester there so that at least one of the options would work. But it can be removed.
I think I will make a question to Hollywood forum for someone to explain a bit more about those Display options, since I am actually not sure what I should use, and after I get reply I can make an update which would use the option that they suggest to do.
I haven't really paid much attention to that yet, as I actually have a plan to make my own screen selector system, where user can more freely choose different options for the display. For example, there is option to do scaling either smooth or not, but I don't see an option how user could choose it through requester system, so I am planning on adding my own system where user is asked whether he wants to use smooth scaling or not. Point being, that it should be slow as it is already on Amigas, but if someone has enough power etc. maybe they wish to use the smooth scale for better looks.
Also, the major reason for my own system is that I am planning to make a system where user can choose some different resolution in such way that all the graphics are then converted to that screen resolution, meaning that it wouldn't need to do any scaling during the game.
That while the game by default is 1920x1080, you can choose to remake all the graphics to for example 800x600, and if you then play the game using 800x600, it would be using those new 800x600 graphics instead of the original ones, and this way there would be no need for scaling. I trust this will make the game work at decent speed on at least PPC Amigas. I doubt Classic would be able to handle it even then, unless maybe in 320x256 or something.
I have partially implemented that system there already, but didn't have time to fix it for this AmiGameJam yet, as was barely able to make this playable even. I plan to have much more stuff in this still.
I would suggest having the options in a readme.txt and most useful options included but commented out in the Workbench icon as tooltypes.
The only difference is that the tooltype doesnt need the dash prefix, as from command line it does:
ex: "RogueFootballCardGame AOS3.exe" -WINDOW -WINHEIGHT=1 -WINWIDTH=1 -BORDERLESS
BTW I bundled your game with other games to be available on AmigaLive desktop app (downloadable from amigalive.com) you can find the game under the configuration "AmiGameJam 2024" so we can test them all easily.
I did a trick to throttle the CPU just before launching your game and revert it just before returning to the main menu.
Let me know what you think.
PS. Your submission doesn't have a main image in the entries page. https://itch.io/jam/amigamejam/entries
Thanks for adding to that AmigaLive.
So how does that system actually work? I mean, it reads A4000 68040, but I guess that is not actually emulating the real speed of A4000/040 machine? Or is it? For that game seems to be working too fast for it to be on actual existing 68040? For my understanding is that due to scaling currently happening, it should be tough even for X5000 to run it since it will be done on CPU on Amigas. PCs have no problem since they use GFX cards for that, but Hollywood to my understanding doesn't have similar support to GFX cards in Amigas, hence reverting to raw CPU.