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Author Topic: HyperCannon v0.8f released  (Read 3617 times)

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Offline realstarTopic starter

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Re: HyperCannon v0.8f released
« Reply #14 from previous page: April 08, 2007, 11:45:23 AM »
The API is a combination of the usual system libraries. (screen setup, input, timer etc.) AHI and MPEGA for sound and CyberGFX direct access to copy the hidden gfx buffer. I also created my own set of functions to handle the sprites/bobs, animation, movements/motions, gamelogic, collision detection, image loading, bitmapped fonts, gfx effects etc. Glad to hear it runs ok on Amiga PPC systems.
 

Offline AmigaMance

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Re: HyperCannon v0.8f released
« Reply #15 on: April 08, 2007, 08:17:29 PM »
Hi.
 I have test the game and it's not very smooth but not unplayable either, as i have a slower system than Amigaz. (A1200, BPPC)
 Perhaps it's a good idea to add an option for the user to disable backround music. As you said it's mp3 through AHI and this can be CPU consuming for low-end PPC Amigas.
A1200 PPC user.
 

Offline Jose

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Re: HyperCannon v0.8f released
« Reply #16 on: April 09, 2007, 03:39:41 PM »
@realstar

I'd like to do a shoot'em up too one day, so far I've only set up the screen  8-) (not had enouph time to do the rest yet..) that's why I asked it.
Handling your own sprites/bobs etc. seems way too much work, I thought CyberGFX/Picasso handled those things already but maybe they're too slow.

Cheers
\\"We made Amiga, they {bleep}ed it up\\"