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Old 09 June 2018, 22:09   #86
Shatterhand
Warhasneverbeensomuchfun
 
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Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
I Agree Double Dragon 3 on Amiga it's a good port. It's actually better than the arcade version in a few ways. Unfortunately the Arcade game is really incredibly crap... so it's a wasted opportunity. Again.

Double Dragon 2 on Amiga it's even a better proof of concept IMO. The game is very smooth (If you say DD3 is the only Amiga game on the genre running at 50 fps, I'll believe its running at 25 fps*), It has up to 4 foes on screen (not just 3), Music + SFX, HUD on top of the gameplay screen (and a colorful one) Multi-directional scroll, a good variety of moves for the player and a good variety of enemies. A wasted opportunity. Again. Again.

All of this running on an OCS 512 kb machine.

It just comes to show how acomplished Richard Aplin was as a programmer indeed. It's just a shame he could never get the gameplay mechanics of those games up to the arcade standards. Double Dragon 2 on Amiga is really *very* close of being a good beat'em up, if it wasn't for its small but annoying gameplay issues. (And , well, also some issues with the original Arcade game)


(Isn't Motorhead running at 50 fps?)

Quote:
Originally Posted by vulture View Post
Would the mega typhoon technique be of use in a beat em up scenario?
Probably not. You can't mix sprites and BOBs with a pseudo 3D game (unlike a shmup which is pure 2D), as you can't have different drawing priorities between them. And multiplexing sprites doesn't help at all since on this case you may have all objects at the same scanline (Again, unlike a shmup where it's very easy to limit 8 bullets per scanline, as so many shmups did on past even with bigger sprites limit).

And if you use just sprites you are either limited by eight 16 pixels wide 4 colors sprites - Which means you either will have incredibly small sprites, be limited to just 4 moving characters at just 32 pixels wide (still kinda small but doable) or have sprites flickering on screen - and all of this using just 4 colors to them, which will give them a very "NES" feeling which won't be well received on an Amiga game.


The Sprites capabilities of the Amiga are very close to the NES one (the way colors are distributed it's actually more intelligent on NES), and on NES those games usually have flickering sprites (Teenage Mutant Ninja Turtles) or a very low amount of enemies on screen (Mighty Final Fight - which still flickers) . Thing is, people are used to stuff flickering on NES games, it's even surprising when stuff are NOT flickering on a NES game. Not so much on an Amiga game, good luck on trying people accepting your sprites flickering everywhere on an Amiga game
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