Showing posts with label MIG n ZIGGY. Show all posts
Showing posts with label MIG n ZIGGY. Show all posts

Monday, 28 January 2019

Mig n Ziggy 2019


Mig n Ziggy hasn't been forgotten, a copper trick update showing what the C64 palette and Amiga copper tricks would look like.




If you have followed my blog about this game you will see that I have focused purely on the Commodore C64 colour palette.

I'm curious the idea of blending the C64 and Amiga hardware into an in-between state. 1:1 pixel ratio and copper effects. The copper effects by the way (for the moment) a gradient transitions only using the C64 colours.

This game, while on hold till ProXima3 is completed, I have thought about possibly using the Redpill engine if I can't find a coder. The platform I would like this to be available on is the Amiga 1000 (the very first Amiga machine), so I need to be mindful of memory usage.

Thursday, 22 February 2018

Mig n Ziggy - Hang in There

One of the projects I'm super keen on getting back into is "Mig n Ziggy"

The last pixel play was during this destroyed wall, yes a nasty enemy comes out of it.

While "Reshoot R, Iridium and ProXima 3" are my focus, i am looking forward to getting back into this very low spec "Amiga A1000" compatible game.


Miss you Mig, hang in there.

Tuesday, 5 January 2016

MIG n ZIGGY - Amiga Platform Game - 2015-2016 update

MIG n ZGGY update:

Project Concept has had a few small updates since the first post in May 2015.
Space level, Egypt and Ice Level started.





The example maps below are by no means completed. 
This stage is testing how well or not the tiles work together.




Wednesday, 13 May 2015

MIG n ZIGGY - Amiga Platform Game

MIG n ZIGGY Platform Game (WIP)

Using only the 16 colours available from the C64 colour palette to create a game on the Amiga?

Resolution 320x256 (PAL)
16 colours