Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sövény Imre

58
Posts
3
Followers
1
Following
A member registered Apr 11, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

(EHB) Extra Half Bright=64 colors.

It would require a very fast HDD and in the absence of other HW that we could test it on, so I can say that it will definitely run on Vampire. You can find it under the name StarDustWarsVampire, but before download...."Look at The Size of That!" :)

I know about the frame drops. Unfortunately, unnecessary operations also run that it would be good to skip or run in a different order. I consider this a disadvantage of programs coded in basic. It's easy, but it has its drawbacks... and we work with what we know and what we have.

(1 edit)

Thanks for the info. Which version are we talking about? Just to clarify.... the previous 16 color version or the newer 64 color version? The firs one I think.

Based on my experiences with AMOS programs, what can cause freezing is either custom ROMs (unfortunately sometimes even AROS) and the libraries used alongside them. If you have a factory ROM, the problem is not with that, nor with your HW config. 3.2 also works for me. What the game needs is 1 MB CHIPRAM (FREE!). If you have this, then in the absence of more information, my guess is that it could be the mathtrans.library used by the program.

If you started from HDD, there may be a problem with your library, but it is also possible that the one I attached does not match your system.

Try replace the library.

(2 edits)

AMOS... on which this game was developed contains a bug...or limitation. The problem is that in the case of anim files, I cannot display frames whose data size (ANIM DLTA chunk) exceeds 32kb. This limit almost been crossed by the current game... In the case of AGA with 256 colors, we are talking about twice this, even with the same image size! I have already tried to solve the problem by manipulating the original AMOS source code, but unfortunately I was not successful.

And another problem... AGA support also available in unofficielal AMOS version only ...or as  an extension. :/

Hi! I don't know, because there are several extensions (could be used) in it and I can't identify it based on that. But I have uploaded the source code in ASCII format, which can help You identify the command and thus the required extension as well.

I didn't think the details mattered so much. Personally, I think the first solution is better, but since I didn't do it to myself and I've heard this objection from several places, I recoded this part. Try it now. ;)

It's hard to set the difficulty level... we don't know who the majority of downloaders will be. But we'll take that into account next time.
The appearance of the pumpkin heads was a bug we didn't pay attention to, but it has now been fixed.

Your controller is our first victim :)
You know that you can also use the arrow keys?

(1 edit)

Continuous how?
Yes,different in many things because this is a Pumpkin.

Interesting. The problem do not occure at my side (even without fastram), but I modified something. Try now.

You are right. Last time I modified the part that handeling the path ...and I did not checked these sides. Sorry. Fixed.

Done.

I do not own one. But our other projects are not so different and I saw a few on A500 mini, so it should work.

Done.

(1 edit)

I'm sorry for the end, even though in the current testing, no error occurred at the end. :( Would You let me know what could have caused it if You have any specific error message or something? If there is any closer clue, I would be happy to know.

Also, thanks for the videos, I was able to filter out a couple of mistakes from it (e.g. the eyeballs shouldn't move, but it still happened ) And although it wasn't a mistake, Olívia won't attack mice from now on. And the rain at the end, you turned it off when you went back to the portal, even though that shouldn't have happened.

Sonic Mania :) Sadly not enough colours left for the rotation.

PS: Bombs coud damage those precious eggs... can I suggest bear traps? :)

Adf version does not even use ram for music so it needs less. I tried with 2mb chip only and all 4 map worked... But i had to wait a few secs after swap, even  on winuae.

Ohhh.... at start, AMOS opens a screen  by default, but   on the same system, HDD and CD is OK, but it is different when I start from ADF?!
Same EXE but missing  the lower part of screen!?
"One of life's greatest mysteries."

I did somnething what I hope will work. Try now.

It's strange, but I don't have an A500 mini, so I can't test it. If it helps... I uploaded an ADF that doesn't test the RAM.

...For the greater good :)

I just saw it. Sorry. I'm glad it's running, but except for the music and the intro animations, the contents of the ZIP and ADFs are practically the same. If these files are there, then there is music and intro, if they are not, then the game is silent.

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.

I don't want to publish my email address, but you can find me on the EAB forum under the name "sovenyimre", you can also send me messages there.

I  will answer any questions.

I still do not know, butI replaced the file with a new one that contains the source in asci format. Maybe that coud help to identify.

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.

23 extensions loaded....but tome, amcaf, turbo, craft what i think i use the most. which line is it?

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.

Wait... My misstake that the videos and IconC32.Abk files should be at the same directory......maybe bank 2 is not open because you change directory with the file selector?  

(1 edit)

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).

(2 edits)

There are executables in the arcive files. You can run directly from disc. No need for amos if that is the question, but you can mess with the amos editor if the source(?.amos) is available in the file. Winuae is recommended.

Killed :)

"The only good bug is a dead bug." - Starship Troopers

Ooohhh...you do not have to buy, and two times!?

I use the same files on every media. Must be a missing file... (What I also missed). I an on it but witch version? Adf? Cd? Rar?

End of the music is fixed.

Now.... if You have enough FastRAM, the music will preload into RAM and no more pause/load/lag while playing. (In that case, there is a timing error in the end of the music track, what I try to solve next time) The glitch is also gone...(or not visible on my side/Winuae)

Have Fun! :)

I tried to solve the pause problem caused by the music.
I made a test in one of my other ...NoneOfUs mini game. Can You test it please. I will do the same with Quest if it  is working (...or better). Thank You!

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.

(1 edit)

I will change the look (shortly) to look more like the cartoon style of Among Us, with customized tiles. ...And perhaps a Tiled map file so anyone can edit his/her own map.

There is One :)