23 October 2017, 05:02 | #461 |
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It basically came down to whether you had something to contribute or not. Most regular Amiga users could not, so they shouldn't bother calling. It wasn't personal, just 'quid pro quo'.
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23 October 2017, 13:55 | #462 | |
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When You will finish your music, may You send it to me by email? Lisiak4@seznam.cz |
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23 October 2017, 16:23 | #463 |
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24 October 2017, 01:56 | #464 | |
J.M.D - Bedroom Musician
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24 October 2017, 09:11 | #465 |
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24 October 2017, 11:56 | #466 |
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24 October 2017, 12:25 | #467 |
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24 October 2017, 12:54 | #468 |
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To reiterate what's already been said: projects on the Amiga do indeed tend to be much bigger than those on 8-bits, mainly because more is possible. If you can make an 8-bit looking game on an 8-bit, you can make a similar looking game on an Amiga. It's the extra work of making quality MOD music, fully sampled sound effects, beautiful pixel art with a generous palette (WRT 8-bits anyway), and detailed and complicated level design that are over and above the 8-bit homebrew challenges. As was said, this typically needs more than one person to do well - a coder for the logical parts, and an artist for the graphics and sound. And often separate people for graphics and sound, maybe even level design. That's 4 people, and while that was commonplace back when games studios did commercial releases for the Amiga, it's pretty rare to get a team together like that these days. And with the upper limits broadened again by the extra capabilities of AGA it makes it even more difficult to produce artwork that does the system justice.
I can do the coding part, but the other three aspects tend to let me down (was never much of an artist). My graphics look crude and rudimentary, sound is likewise, level design totally linear and uninspiring. I have a half-finished tank game that I started with a friend in school in 1997, still sitting on my hard drive waiting for me to pick it up again... Maybe some day So I think we really need some collaborative projects between people who understand that it's all for the love of it rather than making money, and then maybe we'll get somewhere. Tanks Furry and similar projects show that it is possible, just needs some cooperation between some people who can produce decent results in one particular area, rather than having one multitalented person that can do it all, which I expect is less common. I've little time for coding these days with a little baby and a number of hardware projects on the go, but I would like to offer assistance to anyone wishing to code in Blitz. Maybe someone just starting out in coding but who has a good idea of what they're going to do. As for assets, hand-drawn graphics specific to your project are always the first choice, but there are some sites like OpenGameArt.org that have lots of free artwork, a good amount of which is quite suitable for conversion for Amiga use. Most just ask for an acknowledgement in the game credits if they're used in a project. If nothing else, they can serve as placeholders in a game until you find an artist to do some bespoke work for you. Attached is an example from an upcoming part of the Amiga Future Blitz Tutorial series. There's no game associated, but it's a smoothly animated AGA sprite that can walk left and right with parallax scrolling, and all graphics are from OpenGameArt.org. A massive improvement over my stick-man drawings |
24 October 2017, 13:03 | #469 |
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Not a lot of coding on the Amiga anymore, no. I've been writing a couple of helper apps for Amilator just lately, but nothing in any seriousness.
I'm employed by a european company to collaborate on music software, so we tend to use a range of methods from Delphi through C/C++/Obj-C and on up to x86/x64 asm. In my spare time I code mainly in Delphi and port to ARM and MacOS. |
24 October 2017, 13:31 | #470 |
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FreePascal is largely compatible with Delphi and works with AROS to a large extent also. The runtime library is not completely finished but it's on its way!
Maybe that will help you out, Dunny. Sent from my Prism II using Tapatalk |
24 October 2017, 14:48 | #471 | |
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We have contacts at work within the FPC developers - our main product is written in Delphi and so when porting to 64bit mac (which Delphi cannot do, yet) we switched to FPC. It's... different to Delphi, but our code literally just builds for any platform we want. I don't have any plans to port any of my work to AROS though, it's a dead-end. |
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24 October 2017, 16:23 | #472 |
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@Daedalus i have sent pm. have a look pls
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24 October 2017, 22:49 | #473 | |
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27 October 2017, 00:09 | #474 | |
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I did not do a lot of programs. But a few things yes. I pogramed in Python. Then I played with the Python port on Amiga. Last about 2 years I play with assembler. What I programmed is not worth publishing on a floppy disk. You are a programmer? |
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27 October 2017, 00:12 | #475 |
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27 October 2017, 01:08 | #476 |
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27 October 2017, 01:28 | #477 |
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Tried to learn blitz basic but got stuck in technicalities; is not the first time that i wish there were some modern style tutorials like screencasts and such to explain all detail of this. Earok did some good tutorial stuff the way i think is meant to be in Amiten show and need to put myself to study it when have the time and the right mood, however more is better.
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27 October 2017, 16:09 | #478 | |
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Otherwise, good work in the unfinished game Chaos Guns |
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27 October 2017, 17:00 | #479 |
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28 October 2017, 22:22 | #480 | |
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Things I do not understand are not necessarily on the agenda today. |
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