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Saboteur 2 mod

Show us what you're working on, (preferably with screenshots).
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thealfest
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Re: Saboteur 2 mod

Post by thealfest »

Lethargeek wrote: Mon Feb 26, 2024 11:45 pm impressive! this makes me think, are we going to finally see the missile taking off? ;)
Nope. But you can see it in the official 2019 remake for modern platforms.
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Re: Saboteur 2 mod

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@Lethargeek


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Lethargeek
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Re: Saboteur 2 mod

Post by Lethargeek »

thealfest wrote: Tue Feb 27, 2024 7:50 am Nope. But you can see it in the official 2019 remake for modern platforms.
well i thought something simpler and cheaper for the spectrum version - like you can hear a roar in the neraby rooms then the background goes all red, then yellow, then white, then filled with solid white, then it goes back in reverse order and you see it's gone
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Re: Saboteur 2 mod

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@Lethargeek
I believe it`s too much effort for just an Easter egg. Maybe someday in version 2.
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Re: Saboteur 2 mod

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Latest beta. Fixed some bugs. Ninja takes less damage when falling from a small height.

Mission 8 walkthrough at speed 4, no cheats.
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Re: Saboteur 2 mod

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Re: Saboteur 2 mod

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Thank you @thealfest. :D

Amazing work! :ugeek:

"You are a true Ninja Saboteur." 8-)
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Re: Saboteur 2 mod

Post by goodboy »

thealfest wrote: Sat Mar 02, 2024 2:34 pm Released:
Redefine keys does not work !!!
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Re: Saboteur 2 mod

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goodboy wrote: Sat Mar 02, 2024 7:17 pm Redefine keys does not work !!!
Thanks, fixed.
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Re: Saboteur 2 mod

Post by thealfest »

@goodboy
It is not very nice to upload my mod to zx-pk.ru without a link to the release page on zxart or my youtube channel.
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Re: Saboteur 2 mod

Post by goodboy »

sorry.
fixed, i thought this temporary storage.
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Re: Saboteur 2 mod

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Thanks @goodboy
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Re: Saboteur 2 mod

Post by thealfest »

Fixed some minor bugs:
- impossible to select mission one by entering an empty mission code;
- corrupted mission briefing when game was loaded in 128k mode (loading game in 128k mode is still not recommended though);
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Re: Saboteur 2 mod

Post by goodboy »

room (in right building) looks weird

Image
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Re: Saboteur 2 mod

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@goodboy
Can`t see your picture, but I guess this is the answer:
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Re: Saboteur 2 mod

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Image

understandable, but it still looks strange
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Re: Saboteur 2 mod

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goodboy wrote: Mon Mar 04, 2024 2:11 pm understandable, but it still looks strange
May be someday in version 2 I will add chairs :)
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Re: Saboteur 2 mod

Post by thealfest »

Hi there! I'm thinking about making 128k version of my mod with original in-game music and minor speedup. Please like this post if you are interested in it, I want to estimate interest.
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Re: Saboteur 2 mod

Post by berarma »

Fantastic!

Would it be possible to have the game run at 25fps but with the characters moving at a moderate/adequate speed with the timers readjusted to make the game still fair?

The intention would be to have the minimum lag, highest fluidity, and a balanced movement speed and timing difficulty.
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Re: Saboteur 2 mod

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@berarma No, it doesn't make any sense. How to get 25 fps when the game engine runs at 12.5?
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Re: Saboteur 2 mod

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Made a short demo that shows how ugly it looks when the animation is double the game speed:
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Re: Saboteur 2 mod

Post by berarma »

So the recommended speed is 12.5fps?

Probably I didn't get the message right. I was precisely asking for responsiveness at 25fps but everything else moving at a more moderate pace which would make sense. At 25fps, when a movement key is pressed the sprite starts moving in the screen around 1/25s later even if the sprite animation still runs at 12.5fps.
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Re: Saboteur 2 mod

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berarma wrote: Fri Mar 08, 2024 10:36 pm So the recommended speed is 12.5fps?

Probably I didn't get the message right. I was precisely asking for responsiveness at 25fps but everything else moving at a more moderate pace which would make sense. At 25fps, when a movement key is pressed the sprite starts moving in the screen around 1/25s later even if the sprite animation still runs at 12.5fps.
Speed 6 has the maximum speed with stable fps, that is why I made it default.

Input lag does not work like this, there`s no delay at all. The keyboard is read just before handling the ninja. But a new frame will be drawn after rendering, that can take from 1/50 s to 4/50 s depending on the number of tiles changed. The game engine also has an inertia feature that delays some actions.
berarma wrote: Fri Mar 08, 2024 10:36 pm At 25fps, when a movement key is pressed the sprite starts moving in the screen around 1/25s later even if the sprite animation still runs at 12.5fps.
If the sprite animation runs at 12.5fps you will see sprite moving 1/12.5s later, not 1/25s.
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Re: Saboteur 2 mod

Post by AndyC »

berarma wrote: Fri Mar 08, 2024 10:36 pm So the recommended speed is 12.5fps?

Probably I didn't get the message right. I was precisely asking for responsiveness at 25fps but everything else moving at a more moderate pace which would make sense. At 25fps, when a movement key is pressed the sprite starts moving in the screen around 1/25s later even if the sprite animation still runs at 12.5fps.
On a machine like the Speccy, where everything is a single bitmap, there is no difference between "moving" a sprite and "animating" a sprite. The way "movement" typically works is that it advances one animation frame in a sequence until a certain point is reached, at which point the next drawing will be the first animation frame just shifted 8 pixels along.

It's not like, say, the C64 where you can move the sprite by a pixel as a low-cost operation, even if you only update the animation frames on every alternate movement (although I suspect that would look a bit weird with saboteur anyway).
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Re: Saboteur 2 mod

Post by thealfest »

I started working on 128k version. It builds and runs and is 1-2% faster than 48k version. Still no music yet.
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