01 January 2020, 02:27 | #281 | ||||||
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But jokes aside, it really does capture the texture average color and apply lighting to it. Quote:
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There are some things hardcoded right now in the engine, like HUD layout or moving level parts (only 64-unit, axis-aligned doors are supported right now), but a lot of things can be done just by changing scripts right now - monsters, items, weapons and such. But eventually we will get to the point where everything is scriptable - that's the point of having an engine. Quote:
I care about opinion of people who are interested in this project, because they are the ones who can provide feedback and suggestions I couldn't otherwise thought of (e.g. the note about the cooling fan was in fact more like a asking for help). |
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01 January 2020, 11:19 | #282 | |
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I don't know what audio options offers video editor you use, but if you are unsure about final level of audio you can render your video and then load audio only track to any usual audio editor like Audacity. You can see at what level your audio ended up and correct it by normalizing it. If you like to glue splices of audio you place in the video you can add some room noise to the whole audio track instead of music. This sounds counterintuitive but can help. Room noise is the natural sound for our ears not the digital silence. I mean something that appear in your video between 0:30-0:33. So in the end - it is quite allright. It's informative, I got message you wanted to deliver with the video. I think the more you will record your recording skills will improve. So record more |
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01 January 2020, 16:05 | #283 |
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Hey KK! Can you post short status report of your game? What is done, what needs to be done, etc.
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02 January 2020, 09:25 | #284 | ||||||
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To do: I don't even want to think about it all. But from the top of my list right now: - get demo level done complete with making-of videos - make promo video & release the playable thing (free playable demo + big map for potential supporters) - get map making pipeline to the public (so everyone can make new maps) ... - and the varying floor height should definitely be addressed at one point, to make the engine doom-worthy |
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02 January 2020, 23:37 | #285 |
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KK, once you resolve the floor height issue, and a few other things, I hope this gets spread far and wide, not just in the Amiga computing community but in the gaming scene at large. It will be very satisfying to see a stock A500 running DOOM, not because I don't have a way to play DOOM, but because showing of what a dedicated effort back in the day could accomplish.
DOOM on the Amiga would've sold like hotcakes if someone as talented as you had taken a crack at porting it. |
03 January 2020, 00:05 | #286 | |
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But the idea still is to make something that was thought impossible for a long time. |
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03 January 2020, 01:56 | #287 | |
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But please, don't misunderstand me: what you're doing is just amazing and I'm a big fan of this. It's making me want to track down an A500 just to play it when it releases. |
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27 January 2020, 13:02 | #288 |
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KK, enough of polishing! Show some more cool stuff! |
27 January 2020, 17:21 | #289 |
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As far as I'm concerned this is the ultimate Amiga achievement. It shows it could have done it back then. I'm pretty sure once a release is made TheRegister etc. will pick up the story. I'd buy a boxed copy.
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27 January 2020, 18:37 | #290 |
J.M.D - Bedroom Musician
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Was about to post on how a doom clone in the 1200 would have sold, but then i did remember there was Breathless, technically valid and decently performing on base 1200+RAM; the only problem on Breathless was, more than the technical achievement, the gameplay itself; uninspired level design, much lower enemy AI than Doom and less atmosphere.
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27 January 2020, 21:04 | #291 | |
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I look at this more as personal achievement. Amiga makes it possible but not in easy way by any means. |
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27 January 2020, 22:17 | #292 | |
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Imho the level design in the Amiga games, from Breathless to AB3D to Gloom e.t.c. is/was ok (nothing spectacular but at least serviceable). Atmoshpere is also not an issue, many Amiga games absolutely nailed that aspect. It's the movement, enemies and shooting that sucks the most in those games. In regards to movement, it usually feels you are moving a tank in Amiga titles. F.e it takes a full 2 seconds to do a 90 degree turn in Breathless. Strafing is slow, walking is slow and generally mobility suffers signifficantly. To this end, also the control method chosen is what affects this part the most, almost no Amiga fps game makes use of mouse, which would have given better, faster and more accurate controls overal. The next culprit are the enemies and weapons. Every enemy in Doom has a different quirk, which pushes the player to deal with each one in a different manner. This creates a large possibility space for the gameplay to emerge, forcing the player to constantly move, prioritise targets and choose the right weapon for the right job: [ Show youtube player ] The video above is highly recommended for a detailed and thorough analysis on the subject. |
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28 January 2020, 10:55 | #293 |
cheeky scoundrel
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The enemies in Doom were well-designed, even when they were just a few pixels in the distance you could still spot which enemy they were because every enemy has it's own unique palette.
Youtuber decino makes interesting videos about such topics: [ Show youtube player ] |
29 January 2020, 10:18 | #294 |
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If this gets a boxed release can you please go all retro and pretend in the instructions that it was made in the 80s and the game style is a new concept? I'd love that.
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29 January 2020, 13:35 | #295 | |
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Should he add a line: "In case of dizziness, please stop playing the game for about 30 minutes, then proceed"? |
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11 February 2020, 13:36 | #296 |
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*bump*
Any updates? |
12 February 2020, 09:58 | #297 |
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Too bad Ocean's coder didn't have this engine when they have made the 3D sections of Jurassic Park.
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13 February 2020, 10:00 | #298 |
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Just yesterday I finally got through the editing the video. I'm still looking for a good approach to editing, because right now it took me an hour (a quite taxing hour) to edit just one minute. And the video turned out to be about 15 minutes long. Now I just have to record voiceovers and that's it (I worked with subtitles, because I can't record at home).
Next time I should think of some other approach to videomaking (suggestions welcome!), because recording work process and then cutting it & speeding up to highlight only interesting points while keeping the process intact requires quite a lot of work. But maybe that's just my perfectionism. Man, editing in Resolve does take a lot of... resolve. |
13 February 2020, 10:30 | #299 |
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I've done some video editing for the videos on my YouTube channel. Varying from really simple stuff to more complicated scenes.
In general, I'd say there's many ways to make it easier/quicker, but which ones will work for you is somewhat personal. But I'd still like to help, so here's my personal top list (in order of how much time they saved me).
Do note that I'm just some random dude who likes editing the odd video, so perhaps others have different/better tips. Still, hope this helps Edit: one minor addition here, sometimes it can be due to the editor you've chosen. There are many, so if the above doesn't help the editor might just not be "for you". Don't hesitate to try something else in that case. I switched editors three times before I found one I was happy with. Last edited by roondar; 13 February 2020 at 10:36. |
13 February 2020, 10:43 | #300 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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As someone just wanting to see the engine in action, I think I'd be happy with just a screen capture of 2 minutes showing what's happening.
This thing is impressive enough, no need to make a hollywood movie out of it.. |
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