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#21 |
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Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 33
Posts: 11,457
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Yes, it's short because I made it in hurry just for spur/inducement real Amiga musicians.
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#22 |
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Needs a life
Join Date: Jan 2008
Location: England
Posts: 1,565
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Fantastic - not much I can help with other than positive encouragement
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#23 |
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Zone Friend
Join Date: Mar 2005
Location: France
Age: 37
Posts: 92
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Awesome work
It would be a old dream to have Sonic on Amiga |
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#24 |
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Posts: n/a
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I got a recommendation!
Hi folks,
I was listening to some of Jazzcat modules ( example here: http://www.youtube.com/watch?v=ePmWp1e9RM0 ) and I believe they really bring it in terms of 'Sonicness'. I would love to hear that on some Sonic levels (e.g. Electric City is perfect for a Scrap Brain Zone IMHO). Take care, Bartek |
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#25 |
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Registered User
Join Date: Apr 2008
Location: Millom, Cumbria
Posts: 63
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Cool, I love the sonic games.
But why re-invent the wheel? - why not just rip and convert the Genesis/Megadrive music from the real sonic? Or use one of the thousands of midi files of the sonic soundtrack going around on the web?
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"Oh why did I sell my Atari?" "Ahhh... now I remember...." |
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#26 |
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Banned
Join Date: Jan 2009
Location: U.K.
Posts: 93
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Hi folks.
Just an update really.... Well, I have some sort of engine going now with curved platforms in it and it works really well. I have gone for speed rather than accuracy so it is a little glitchy in places at the moment but these should be sorted out with careful design of the map. Just to clear things up a bit, I am not doing a conversion of the original sonic. I am trying to create a sonic-type game for the Amiga using the original sonic graphics with a little tweaking here and there. I never really liked the original sonic music as I thought it was aimed too much at children - it was too 'kidified' if you know what I mean. I am simply trying to create an engine that I can use for future projects although a sonic-type game is a good starting point because it has all the elements of a good platform game. @Banter... Yes, that music is great! Thats the sort of stuff I am looking for. I just love 'chip' music and I think something like that would suit the game very well. @J tramiel.... If I could program the AGA chipset then doing a proper conversion would be easier because I would have 2 x 4 bitplanes to play with and larger hardware sprites. So at the moment I am limited to using the A500/A600 OCS/ECS chipset I'm afraid. Still, I think I should be able to get some sort of game working O.K. that looks similar to Sonic The Hedgehog. Well, thats it for now. bye! |
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#27 |
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Registered User
Join Date: Nov 2004
Location: Zaragoza, Pamplona-Iruņa, Bera
Age: 31
Posts: 411
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Hey! Any news of the project?
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COMMODORE CD32 ESCOM Amiga 1200 - Blizzard 1230 MK-IV (68030 50 MHZ - 68882 50 MHZ FPU) - 64 MB RAM - 4 GB 2,5" CF HD - INDIVISION AGA - PCMCIA CF READER - PCMCIA ETHERNET - AMIGA OS 3.9 Boingbag 3 Amiga X86 - AMD Sempron 3000+ - 1,5 GB RAM - 80 GB HD - Nvidia 8400 GS - Icaros Desktop 1.4.5 Patch 01 |
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#28 |
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Banned
Join Date: Jan 2009
Location: U.K.
Posts: 93
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Hi folks.
Sorry for not keeping you all up to date. Anyway, I have now got myself a new working A600 with a Compact Flash Card + more ram so that I can get to grips with optimizing the game - and it needs optimizing a lot! Due to other commitments I haven't been able to do much recently apart from making a basic map editor and a basic curved platform engine. I intend to get something playable within the next few weeks depending on work commitments. Anyway, it is ongoing so dont worry! Its just that finding the time is difficult at the moment. I will keep you posted. Kev G. |
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#29 |
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The Sacred Armour Of
Join Date: Aug 2002
Location: Sussex, UK
Age: 34
Posts: 1,127
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Wot no post from Akira?
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"But I don't want to go among mad people," Alice remarked. "Oh, you can't help that," said the Cat: "We're all mad here. I'm mad. You're mad." "How do you know I'm mad?" said Alice. "You must be," said the Cat, "or you wouldn't have come here." |
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#30 |
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Doogster
Join Date: Dec 2007
Location: Dorset
Posts: 1,069
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I'm looking forward to this
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A1200 PowerTower/Apollo 1260-80mhz/64mb/Voodoo3/SB128/20gb IDE/ClassicWB 3.9 Beta |
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#31 | |
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Banned
Join Date: Jul 2009
Location: *
Posts: 567
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Quote:
![]() This beautiful screen alone has 53 colours; you do the math
Last edited by Maren; 08 August 2009 at 09:26. |
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#32 | |||
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Workbitch 1.3
Join Date: Oct 2001
Location: Melbourne, Australia
Age: 36
Posts: 1,929
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Quote:
If not your point is completely shot.
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#33 | ||
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Wipe-Out Enthusiast
Join Date: Nov 2005
Location: #pspuae chatroom
Age: 32
Posts: 2,327
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Quote:
http://amos.condor.serverpro3.com/Am...l/14/1411.html
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#34 |
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Moderator
Join Date: Sep 2006
Location: Germany
Age: 35
Posts: 22,636
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I think the point was not to use ASM for the game at all. Anyway, been a while since KevG posted in this thread (5 months) and I wonder if he's still on the project at all.
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#35 | ||
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Wipe-Out Enthusiast
Join Date: Nov 2005
Location: #pspuae chatroom
Age: 32
Posts: 2,327
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Sorry TCD.
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#36 |
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Moderator
Join Date: Sep 2006
Location: Germany
Age: 35
Posts: 22,636
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Oops, missed that part
Sorry ![]() Okay, back on topic : Any news KevG?
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#37 | ||
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Workbitch 1.3
Join Date: Oct 2001
Location: Melbourne, Australia
Age: 36
Posts: 1,929
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Was KidGloves written in AMOS?
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#38 |
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Moderator
Join Date: Sep 2006
Location: Germany
Age: 35
Posts: 22,636
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Just had a look at both the Kid Gloves and Kid Chaos (
) disks and usually you find an ASCII string with 'AMOS' on the disk. Well, on those two disks you don't find it
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#39 |
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Banned
Join Date: Jul 2009
Location: *
Posts: 567
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None of you got it right, but I acknowledge it was my fault for not quoting with exactitude
![]() I was specifically addressing the following comment by bippym: "as I always wanted to see that Amiga could do sonic (a500)" |
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#40 | |
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Banned
Join Date: Jan 2009
Location: U.K.
Posts: 93
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Quote:
What I really need is a few weeks off just to concentrate on the game but I cant see that happening for a while. So I apologise for the lack of progress recently but I assure you that I intend to carry on with it at some point. KevG. |
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