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25.Nov.2023
tuxcam@yahoo.it (ANF)


PDF magazine: REV'n'GE 152 (Italian/English)
PDF magazine REV'n'GE ("Retro Emulator Vision and Game") is available in English and Italian editions. REV'n'GE tries to compare ports of old Games to various classic platforms or review lesser known titles from the homecomputer era. The current issues contains reviews of the motorcycle racing game 'Red Zone' and the recently released Amiga port of the old DOS game "Star Wars:Dark Forces". (cg)

[News message: 25. Nov. 2023, 23:45] [Comments: 0]
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25.Nov.2023
Andreas Magerl (ANF)


Print magazine: Amiga Future issue 140 available online
The German and English editions of Amiga Future's issue 140 (September/October 2019) are freely available on the Magazine's webpage now. A few printed copies as well as high resolution PDF copies can be purchased from the publisher. (cg)

[News message: 25. Nov. 2023, 23:37] [Comments: 0]
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24.Nov.2023



Video: A look back at the cracker scene of the 80s
In a video, the YouTube channel "Modern Vintage Gamer" takes a look back at its own history of software piracy in the 1980s, in particular at the time of X-Copy Pro and Amiga. (dr)

[News message: 24. Nov. 2023, 06:20] [Comments: 0]
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23.Nov.2023



Video: The best original Rogue game
The Amiga user 'intric8' has published a detailed video for the Amiga website 'AmigaLove' and its YouTube channel under the title link as well as a detailed article about what he considers to be the best implementation of a Rogue game from the 80s: the Amiga implementation. He also discusses other variants and releases. (dr)

[News message: 23. Nov. 2023, 09:14] [Comments: 0]
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23.Nov.2023



Developer log: Platform game "Robot Jet Action"
Ten days ago we reported about Tomasz 'Carrion' Mielnik's start to port his platformer "Robot Jet Action" for the Amiga. Now he has published a first developer update (YouTube video) and describes the progress as follows:
  • Working on the first tileset for the first world of the game. What you see on the video is going to be one of the world’s graphics. Still a lot things to do, but at least the idea is here.
  • Reimplemented the fuel gauge on the bottom panel. It’s more accurate and animates smoother… and it looks cooler
  • Implemented my own fonts routine. I did that mainly to not use any workbench libraries of Amiga system.
  • Also implemented my hex to decimal conversion routine that is used to show score and (later) also lifes left
  • First initial Implementation of up-down scroll. It needs some tuning but it works.
  • The copper colors in the background started to look like some parallax effect which, most likely I will keep in the game in this form
  • sprites collisions implemented but turned off as for now
  • collisions for collecting diamonds needs tuning as they are not accurate in all cases.
  • For the copper colors I’ve implemented set of scripts to convert them from png files. This way I can simply draw them in gfx program and convert to Amiga OCS compliant copper colors. I needed this as there will be a lot of copper colors needed for levels.
  • I also have set of scripts that convert tilemaps that I create in Tiled to my own format that I use in the game.
  • Some code optimization was done because the game started to slow down on Amiga 500 configs
  • some concept works on the overall gfx and design, like for example some experiments with the panel at the bottom
  • Regarding the gfx, I usually work iteratively on it so please keep in mind that gfx is going to evolve during the development.
(dr)

[News message: 23. Nov. 2023, 06:39] [Comments: 0]
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