21 May 2015, 10:44 | #121 | |
Retro Freak
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21 May 2015, 10:56 | #122 | |
Retro Freak
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- CPU ... 6502 1Mhz and 68000 7Mhz is a HUGE difference. It is much easier to code the engine, the AI, etc. on the Amiga than on the C64. - Scrolling using a big area and with all colours is VERY tricky to do on c64. You can use VSP but then your game won't work on all c64 versions. You can do nice and fast scrolling but limiting yourself to 4 colours. On Amiga it is VERY easy to scroll the bitmaps around and still have a lot of cpu left over to do all the tricks. And when you see what you can do with the copper and compare that to the Vertical Interrupts on the c64 where on some lines you are left with virtually zero cpu time you know what I am talking about. - Blitter will help you immensly and basically make BOBs possible. Almost no c64 game uses the "bob" approach, you have to write a sprite multiplexer and mask the sprites, etc. to come anywhere near what you can much easily do on the amiga. - Memory restrictions. While it is true that the graphics will take more memory on the amiga the actual memory you have for the game engine, precalc tables, AI, etc. is MUCH bigger on the amiga than on the c64. There are more things of course, but these are the main reasons why game *CODING* is easier on the Amiga than the C64. However it seems to make quality graphics (and music) is proving next to impossible on the amiga these days. While we get games with graphics which are at least on par with the old days on the c64 (mostly even better) we get really crappy visual experience with new amiga games. |
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21 May 2015, 11:05 | #123 | |
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Three very different games with AGD Killer Bees - Mine - [ Show youtube player ] Chopper drop- Paul Jenkinson - [ Show youtube player ] Terrahawks - Mine - http://www.worldofspectrum.org/forum...rahawks#latest |
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21 May 2015, 11:09 | #124 |
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I dont think AGD games play the same at all
[ Show youtube player ] [ Show youtube player ] [ Show youtube player ] |
21 May 2015, 11:44 | #125 | ||||||||
Natteravn
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As a programmer I must be absolutely sure that I can rely on my team, because I don't want to spend a year of work for nothing. This keeps me away from uncertain "adventures". Quote:
It works best when designing the concept first. The programmer thinks about the technical implementation and defines the constraints for the graphics. Then the artists start drawing. Quote:
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Make sure to keep your first project very, very, very small. A successful mini project gets you the motivation to proceed. |
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21 May 2015, 11:47 | #126 | |||||||
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But, again, these 'limitations' on the C64 lead to known solutions. If you want to create a sprite multiplexer on the breadbox, I assume you don't have very much options how to solve this. There are more options how to establish a bob/sprite engine on the amiga f.ex. feeding the blitter via cpu vs feeding the blitter via copperlist. Quote:
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Maybe this is one of the reasons why there are not so many new releases on the Amiga. You have more memory, more possibilities. Once I had the idea making an Amiga game which should not exceed 64KB or 256KB in size, so it could run on a plain A500. Once you limit yourself you're less likely to fall into the "lets make the next big thing" or "lets put this into the project,too" trap. And: the project stays lean. Quote:
Please don't get me wrong: it is not about having "superb" graphics or music/sound, as that would imply that I am a superb coder (which I am not). Most of us are hobbyists. But just having usable graphics and sound for the given platform us not that easy as some of you might believe. You can find examples of these problem even here on this board. Quote:
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21 May 2015, 12:00 | #127 |
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If I could, I would probably program a text adventure in the vein of Infocom classics like Myth, Wonderland.
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21 May 2015, 14:07 | #128 | |
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A sorting multiplexer (which is sometimes what people mean when they just say "multiplexer", the terminology isn't exactly set in stone) is a better option but that flexibility brings an extra level of complexity too and will munch it's way through resources like Pac-Man in a chemist's. The game has to A) run a sort of some kind and B) spend time each frame waiting around to reposition sprites, all of which are taking CPU grunt away from the other tasks that need to be running like game logic or the scrolling. The sort itself gives you a range of choices too and implementing some of the fastest sorts with two index registers and an accumulator can be "fun", but getting either the choice or implementation wrong can lead to serious problems later and the processing power isn't really there to "brute force" the job with a bubble sort. (Well okay, in theory it can be done with bubble sorting but only by perhaps presorting things to reduce the odds of a worst case and trading the overheads off against everything else and.) And now i'm going to run away and hide again. =-) |
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21 May 2015, 14:22 | #129 |
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Smart plexors don't do this... you can calculate how long before you need to position next sprite and setup the irq to that line (or about 2 lines above )... giving the main loop to perform game stuff in between.
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21 May 2015, 14:28 | #130 |
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i was trying to illustrate things generally, but adding this kind of functionality is harder than not so it demonstrates the same point. Again, multiple solutions to one problem... =-)
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21 May 2015, 14:29 | #131 |
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21 May 2015, 14:42 | #132 | |
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21 May 2015, 15:40 | #133 |
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I think the idea of a database or a fixed place known by everyone about game projects and maybe: "gfx/sfx... artis is offering for a game. Coder is searching for gfx/sfx/music for his game. ...". would be good. At least it could conect people in an easy way. This might be done by a person who isn`t a "game maker" or just has some internet skills and want to support in any way.
What about programmer who don`t want to make a game but want to support others doing it. Is there special code (what could be used several times/different projects) that is useful for game coders they could provide? A missing tool that could help? E.g. someone here asked for PicCon expansion. Missing music: If game music is needed what about to hold a competition like the scene party ones? Just write down some rules (eg. format: mod. filesize limit: 220kb. style: ambient. deadline is ... Winner will be the main theme. Second or rest in later levels for example. So people can win (for fame?) and can tell "I did the music for game x". This could attract people. Just the info must be spread as much as possible. For graphics I havn`t an idea. Maybe someone else? |
21 May 2015, 21:53 | #134 |
Glastonbridge Software
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something like LinkedIn, where you can put up a sort of Hobby CV
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21 May 2015, 22:16 | #135 |
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21 May 2015, 23:55 | #136 |
J.M.D - Bedroom Musician
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@Lonewolf10
So seens at the end EAB has most of what we need, but very likely a better organization or a front-end where to retrieve it in an easier way could help |
23 May 2015, 17:38 | #137 | |
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If you look at it, objects stay relatively relative to each other from frame to frame, and data that is mostly sorted is exactly what bubblesort loves. If you are careful with your code and try to not add in more than one object every frame then one or two runs of cocktailsort should keep you sorted, and if you can also let your multiplexing splitter just drop sprites that are in the wrong order then you should have minimal blinking. You are after all doing at least 50 passes over the sorting data each second ensuring you have mostly sorted data since your objects move smoothly across the screen. |
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23 May 2015, 18:02 | #138 |
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23 May 2015, 19:18 | #139 |
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As there are at least some homebrew projects out there, what about creating a thread with links to all projects with one screenshot for each project? I would start it, but in which category? "Amiga scene"?
Everyone who knows a new homebrew project could post this or wirte me a mail and I amupdating the first post. I saw this in lemon64 forum for c64 and on nintendoage forum too. Sticky thread would be helpful at some point maybe. |
23 May 2015, 22:06 | #140 |
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