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mrdig

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A member registered Nov 07, 2020 · View creator page →

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(2 edits)

Ah just now I realize you're behind Hyper Runner, awesome game, I have a reminder set to order the physical version. Really nice work and good luck with your new project!

Now you mention Blitz Basic, when I started I asked to do it in C but also look for other options, Blitz Basic, Amos, Scorpion etc we're all mentioned and researched but for my usecase we sticked to C

About performance, my mistake was test too much on 030 so 020 became horrible FPS wise. Gained a lot FPS back and fixed other issues along the way  by letting ai inspect and debug the compiled code. Fun times.

Haha we'll see, I expect to be roasted :D 

Cool, well, that would definitely stir up a lot of discussion around AI game development.

Thx! I’ve been following your channel for quite some time now, and seeing my game pop up on YouTube on my TV was awesome.  And you even included the complete intro, cool!

The sound glitches are coming from the game, right? In this video, they seem to be a bit more present than in the other videos...

Thx and agreed!

Thx! You didn’t give up after falling into the water, nice going!

Wow thx! I love your site and check if often to see what is going on in the Amiga scene. And now you shared my game even when it's developed with AI. I take "it isn't bad at all" as a compliment, thx!

Thx! Nice CRT filter and you even completed the level twice!

Thx! I see that you wanted to complete the level after falling into the water, nice!

Thanks! Well this is being developed in Codex Desktop/ChatGPT with 5.6 SOL as model, I instructed it to make Amiga games in C / lowlevel and started from there and from scratch. Now many hours later we have a complete toolchain. Because I'm a software engineer I do regularly check what is being produced in code in VSCode which sometimes determines my next prompt/question

I just let Codex summarize the the complete toolchain/dev-env:

  • C — the main programming language for the game and direct Amiga hardware control
  • VBCC — cross-compiles the C code for the Motorola 68020
  • VASM — assembles the generated and low-level 68k code
  • VLink — links everything into the final Amiga executable
  • AmigaOS NDK — provides the AmigaOS headers, system structures and hardware definitions
  • GNU Make — automates asset generation, compilation, testing and release builds
  • Python and Pillow — convert artwork into Amiga palettes, bitplanes, sprites, masks and packed runtime assets
  • Git — version control and development history
  • FS-UAE — emulator testing at both 68020 and 68030 configurations
  • Real hardware — final testing on an A1200/68030
  • ADF, HD and WHDLoad packaging tools — create bootable floppy images and installable release packages

The game is mostly written in C rather than handwritten assembly, but it directly controls the Copper, Blitter, hardware sprites, DMA and Paula audio.

Thx!

Thx!

Thx!

Thx!

Thx!

Bought the physical version. Nothing beats playing from a original floppy disk on real hardware. Great work, good looking and playable platformer with some great tunes. 

Demo works great om my a1200/030. Very nice game/music. Loving the old school terminals. Did notice the backspace key isn’t working when typing a username/password. But maybe that is intentional? Anyway keep up the good work.

Nice! I added add44k to my Minky floppy and works great now on the a500. Thx for the swift reply and the suggestion.

Also just played it till level 8. Really nice game, variations in levels, music and difficulty. Feedback till now: can it save highscores to disk maybe in a future update? And especially in the earlier levels I kinda missed a run/sprint option but isn't a big deal.

Lovely game, plays really well. It runs flawlessy on my A1200, but couldn't get it to run on my A500. Does it needs everything of the 1 mb? I have some external floppy drives attached that probably causes the problem (but disconnect them is a pain thx to my setup)