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A member registered Jun 14, 2018 · View creator page →

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Ohhh that’s very handy! So cool. 🙂 Thanks for the response!

It’s possible (again) that this is a feature that’s already there and I just missed, but it not.. Would you consider adding variable bit depth so it works for other systems too (MD/ST) I know a substantial chunk of the Scorpion Engine community use Aseprite so that’d make it super useful for multi-platform titles. Keep up the good work!

Thanks for this, it looks WONDERFUL.. Checking it out now!

Yup this is great! LOVE it.. Is there a way to half-bright duplicate the first 32 colours into the second 32 colours? I'm making games in EHB (like a nutcase) and that would be a handy feature... (GrafX2 has this option, but it's great to slowly be getting all the functionality I need just in Aseprite itself!)

thankyou so much.. bots are possible but going to be an absolute pain in the butt to code, haha. They’ll have to act pretty arbitrarily.. But it should be funny to try to do. 

Agreed, that’ll come in time. At the moment it’s changing too fast for that to work v well. 😅

Thankyou! :D It's getting there!

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Thankyou! an Aga version will likely come eventually. I’m kind of thinking of it like the worms/worms directors cut route where eventually there’ll be a souped up version with a lot more stuff. It’s been really important for me to make it run on as wide a range of Amigas as possible for now though. 

 There will be other gameplay modes, more weapons.. enemies, and a lot more environmental things very soon (conveyer belts, smashing doors, portals, water, sticky platforms, ramps, half height platforms) At least one of these will be in the next point release. 🙂

Scorpion can definitely handle AI but I’d have to manually script it, so the bot players would likely be a bit idiotic, haha! It is something I’m going to attempt though. 

The single player (and co-op) campaign is going to be more akin to bubble bobble, with enemies and collectibles. (And very light puzzling)

(There will be enemies on a lot of the vs levels too but I had to strip them out as they needed too much work to get right before today.. I have bats, rats, slimes and the beginnings of tiny skeletons) in 0.1 the only functioning enemy is the sawblades. ☺️

No recent updates, sorry, life has been chaos. 🙁 It's not forgotten and I do dabble in the dev process occasionally. It'll be back to speed ASAP.

Now that Scorpion Engine supports Mega Drive that's not impossible.. but will be a long while after the amiga version as i'll have to change a hell of a lot of stuff to get it working. :)

Thankyou, glad you're liking so far! Audio is something I'll be getting better at, hopefully. :D

Saving on CD32 and CDAudio are two planned features for scorpion engine that aren't in there yet.. But I'd certainly like CD32 version to have CD Audio, I should be much better at the music under those circumstances too. :) Worst case scenario at least there'll always be the password system, too.

TY! And thanks for always being so quick with these videos. 😁

Thankyou! And thankyou for finding that bug again as I definitely would’ve rolled the demo out thinking that it had been squashed if you hadn’t. 😅

Now that’s some enthusiasm, haha! Thankyou!

I definitely plan to concentrate on narrative games, as I have this entire setting and cast of characters for them, but with occasional side project smaller action games (I have a 4 player party platform wizard melee thing reasonably far along) its really nice to have palette cleanser projects so I don’t burn out (it can get pretty repetitive doing things like mapping and pixel art), but yep..

VNs will definitely be my next “big” project, wizonk is more just fun on the side (it’s really useful to prototype mechanics to use in CMO, and I think I did the bulk of its coding within a week? The rest is just tinkering and making more levels), but I’ll obviously be using Scorpion, so that limits me to the usual low res Amiga spec limitations (I like the limitations, I was going to work within them when I started making the VN in Tyrannobuilder.. I made my “house style” EHB palette for The VN, even before I knew I’d be making scorpion games. Sophie, the password screen girl in Hex Night was drawn for the VN, originally. 

I appreciate the offer but really, payments won’t be processed through me most likely but the publishing partner (bitmapsoft, if they’ll still have me, lol), so wait until there’s a physical product to throw your money at, as it sounds like you’ll want a boxed copy. 😁 (I guess I do have a tip jar Patreon, but it’s really *just* a tip jar with no current promise of exclusive content. 

Thanks again I’m glad you liked the demo, it’s a big game though, so I hope it doesn’t take too long to complete. 😅

Thank you for the positive feedback 😊 It's great to be able to make the game at all, I'm happy you enjoyed it so far!

After this is done I have plans for visual novels with RPG elements, but Scorpion is missing a couple of features I'd need first.

Oh my gosh! Thankyou! That's one hell of a compliment! 😮 I'm really glad you got it working, and enjoyed it so far.. Next update has a bunch more bug fixes and it's hopefully quite a bit prettier in some areas too.

Of course. 😁 I'm really glad you said you have a working WinUAE set up.. I guess you're used to using ADFs mostly?

You'll need to set it to have enough RAM and a powerful enough CPU, easiest would be to select A1200 from the quickstart menu and "4MB fast Ram expanded config" in the configuration box below it.. Decompress the LHA file (winRAR or 7zip can do this) and then add that folder as a bootable drive in the drive settings in WinUAE (screenshot included) then press start at the bottom.. 

Hopefully that'll work. WinUAE can be really odd to configure.. But that's probably the easiest way without involving a whole AmigaOS/workbench installation.

Let me know if you have any issues.

1.2 is up, hopefully without issue. :) I don't know about PUAE but I've added the basic default scorpion whdload wrapper and an Amiberry archive just in case - do you get an error message when the standard exe doesn't load? (it might work in this latest build, maybe?)

The final game? Sure.. It already takes a good while to find all the hidden stuf in the demo. :) I'll do a speedrun of the levels I've already made but i think its already around an hour if i power through it avoiding enemies etc. It wouldn't surprise me at all if the final game has a 5+hr campaign but it's difficult to be certain at this point.

Oh yes, certainly.. 😊 I'm working on the 1.2 build which should be up in the next day or two and I'll include a few different formats for compatibility's sake when i upload that.

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Oh excellent! thanks for trying it out and I’m glad that worked. 🙂 

I’ll definitely be supporting Windows and Mac eventually one way or another. 🙂

Ahh, I have an ACA1233n with the same spec, you’ll probably either have to boot with no startup sequence, reduce wb resolution, or have a blank wallpaper.. (if you’re running Fblit or the P96 native library in workbench that should help get it loadable) it needs about 1.8MB free chipram. Fingers crossed!

Thank you!😊

Thanks! I'm not 100% sure I understand, but currently you can play a version of the demo in AmigaLive, which is probably the easiest way to get it working without figuring out a lot of emulation stuff.. I'm not aware of any online emulator that runs demanding amiga games like this.. It will support non amiga-users soon, but i can't really talk about specifics yet. 😊