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Old 05 January 2018, 03:58   #2161
sandruzzo
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We have to have one tiles set for each level. One huge is bite too much memory!
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Old 05 January 2018, 07:17   #2162
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great to know that invent mapped all the levels

having one tile set per level should not be that complicated
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Old 05 January 2018, 08:05   #2163
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great to know that invent mapped all the levels

having one tile set per level should not be that complicated
Good, here may email: sandro.digaia@gmail.com . So we can better work together!
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Old 05 January 2018, 14:55   #2164
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Now with Tiled we can place: rocks' collision box, holes, platoforms, bonues and more to come!
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Old 02 November 2018, 12:34   #2165
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No news?
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Old 02 November 2018, 18:58   #2166
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No, since mcgeezer is doing a proper port now.


http://eab.abime.net/showthread.php?...=Rygar&page=15
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Old 12 December 2018, 09:27   #2167
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Kind of sad though about all the work that has been done in vain on the OCS version...
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Old 12 December 2018, 10:34   #2168
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the A500 can't support this game.
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Old 12 December 2018, 11:16   #2169
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the A500 can't support this game.
Problem is memory if we want use 64 colors. With 32 we can do
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Old 12 December 2018, 11:18   #2170
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It's a bit rough around the edges, but it seems good enough to me.


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Problem is memory if we want use 64 colors. With 32 we can do
Coders should never listen to ideas that Trachu brings up.

32 colours is more than enough.
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Old 12 December 2018, 11:28   #2171
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Certainly was a fun process to create HalfBright graphics, as mentioned McGeezer is doing the conversion now.

Don't distract Sandruzzo too much, we are working on ProXima3 . ... although we have talked about creating a quick (production time wise) game on the Amiga. Have thought about converting "Dots Adventures", should work nicely into a HalfBright version (and not scrolling) , Flip screen style.
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Old 12 December 2018, 12:01   #2172
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Don't distract Sandruzzo too much, we are working on ProXima3 . ...
No no, he should definitely work on Proxima3.

Just thought that the OCs version of Rygar was definitely possible, and Sandruzzo showed that.
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Old 12 December 2018, 14:46   #2173
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No no, he should definitely work on Proxima3.

Just thought that the OCs version of Rygar was definitely possible, and Sandruzzo showed that.
If Amiga would have a good market, I'll be willing to work full time to do ports and original Games for ecs/ocs and aga
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Old 12 December 2018, 18:17   #2174
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Don't know what a good market is but Sam's Journey on the C64 has been sold to date 2000 copies, that is more than many games in the AppStore or Google Play store.
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Old 13 December 2018, 09:24   #2175
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Just thought that the OCs version of Rygar was definitely possible, and Sandruzzo showed that.
Sorry but I have to disagree.

An OCS machine isn't capable of running Rygar at 50hz without serious compromise such as running at 25hz, losing the parallax or dropping colours. If you choose those compromises then the quality suffers.

If I thought it was possible my target for Rygar would be OCS instead of AGA. The hardware sprites are the main problem.

Geezer
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Old 13 December 2018, 11:21   #2176
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Originally Posted by mcgeezer View Post
Sorry but I have to disagree.

An OCS machine isn't capable of running Rygar at 50hz without serious compromise such as running at 25hz, losing the parallax or dropping colours. If you choose those compromises then the quality suffers.

If I thought it was possible my target for Rygar would be OCS instead of AGA. The hardware sprites are the main problem.
You have probably researched the arcade version a lot more than I did, so you are knowing a lot more about it than I do.

It's just that from what I have seen of arcade Rygar, there wasn't anything that seemed impossible to achieve on an OCS system (with the notable exception being the parallax layer in the background, which won't have the dynamic tilesetting of the arcadeversion and would loop after 128 pixels), and Sandruzzos version felt good enough to me.

But, as stated, I don't know much about Rygar, and your demands on your conversion seem to be much higher than mine would be..

So, I am looking forward to your version of the game..
I am sure it will be a fantastic conversion, like Bomb Jack was.
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Old 13 December 2018, 12:51   #2177
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Quote:
Originally Posted by Steril707 View Post
You have probably researched the arcade version a lot more than I did, so you are knowing a lot more about it than I do.

It's just that from what I have seen of arcade Rygar, there wasn't anything that seemed impossible to achieve on an OCS system (with the notable exception being the parallax layer in the background, which won't have the dynamic tilesetting of the arcadeversion and would loop after 128 pixels), and Sandruzzos version felt good enough to me.

But, as stated, I don't know much about Rygar, and your demands on your conversion seem to be much higher than mine would be..

So, I am looking forward to your version of the game..
I am sure it will be a fantastic conversion, like Bomb Jack was.
The Rygar arcade hardware is X times more powerful than the A1200 hardware.

It uses 3 layers + 1 sprite layer using each 256 colors (1024 !). and it uses hardware sprites (a lot) ;

the whole thing runs very fast at 60 fps per sec. a regular A500 can't do it.
You'll loose the parallax, enemies on screen, etc.
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Old 13 December 2018, 13:45   #2178
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Quote:
Originally Posted by dlfrsilver View Post
The Rygar arcade hardware is X times more powerful than the A1200 hardware.

It uses 3 layers + 1 sprite layer using each 256 colors (1024 !). and it uses hardware sprites (a lot) ;

the whole thing runs very fast at 60 fps per sec. a regular A500 can't do it.
You'll loose the parallax, enemies on screen, etc.
Well, this thread has been long enough, its primary purpose being discussing the viability of an OCS version of this game, so I don't feel it's necessary to talk about this over and over again..

My point is, I think Sandruzzos version was good enough to end up as a perfectly playable and enjoyable version of Rygar.

I have no worries though, that McGeezers AGA conversion will blow the abandoned OCS version out of the water when it comes to being true to the arcade original.
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Old 13 December 2018, 13:55   #2179
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Well, this thread has been long enough, its primary purpose being discussing the viability of an OCS version of this game, so I don't feel it's necessary to talk about this over and over again..

My point is, I think Sandruzzos version was good enough to end up as a perfectly playable and enjoyable version of Rygar.

I have no worries though, that McGeezers AGA conversion will blow the abandoned OCS version out of the water when it comes to being true to the arcade original.
From my point of view Sandruzzo didn't finish Rygar and even himself said that it was meant to be a technical demo, had he finished it I probably would have ported Rolling Thunder to OCS instead of Rygar to AGA.

However, in my opinion and based on what I seen his effort did not achieve the potential of Rygar running an OCS, it is no fault of Sandruzzo - the machine is simply limited in what it can do in one frame.
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Old 13 December 2018, 13:59   #2180
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Rygar is not one of my favourite arcade. I think is better to do "original" game than porting.

I woulb be happy to spend my time on games Designed around Amiga Hw! Maybe i would be better to porta c-64 game on amiga!
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