English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 27 September 2017, 19:07   #21
Akira
Registered User

Akira's Avatar
 
Join Date: May 2001
Location: New York
Posts: 19,265
Quote:
Originally Posted by McTrinsic View Post
RTG possible?.
It's made in AMOS

Agreed with PortuguesePilot, if you are targetting 2MB 020, might as well go AGA!
Akira is offline  
Old 27 September 2017, 19:54   #22
Samurai_Crow
Total Chaos forever!

Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Ft. Collins, CO USA
Age: 44
Posts: 1,134
Send a message via Yahoo to Samurai_Crow
What extension supports more colors on AGA? The only one I can think of is the OS extension or the Game extension. If he's using the OS extension or the Games Master System libraries, he would be better off using C or AmigaE or even PureBasic.

Sent from my Prism II using Tapatalk
Samurai_Crow is offline  
Old 27 September 2017, 19:55   #23
Brick Nash
Registered User

Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 207
Quote:
Originally Posted by Akira View Post
It's made in AMOS

Agreed with PortuguesePilot, if you are targetting 2MB 020, might as well go AGA!
I think that's a wise idea, although I made an error in calculating my palette and I'll need to re-import all the graphics anyway so maybe I can get away with less colours.
Brick Nash is offline  
Old 27 September 2017, 20:36   #24
Akira
Registered User

Akira's Avatar
 
Join Date: May 2001
Location: New York
Posts: 19,265
Quote:
Originally Posted by Samurai_Crow View Post
What extension supports more colors on AGA? The only one I can think of is the OS extension or the Game extension. If he's using the OS extension or the Games Master System libraries, he would be better off using C or AmigaE or even PureBasic
If you are going to switch, might as well go for Blitz Basic
Akira is offline  
Old 27 September 2017, 20:50   #25
Brick Nash
Registered User

Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 207
Quote:
Originally Posted by Akira View Post
If you are going to switch, might as well go for Blitz Basic
I tried installing Blitz about seven times but it just wouldn't take. Something about a bug in the installer and that's mostly why I moved to Amos.

I don't fancy moving to another environment and re-doing all that code either.
Brick Nash is offline  
Old 27 September 2017, 21:40   #26
redblade
Zone Friend

redblade's Avatar
 
Join Date: Mar 2004
Location: Middle Earth
Age: 34
Posts: 1,187
Quote:
Originally Posted by Brick Nash View Post
Redblade - At the moment I have it running on a 68020 (no acceleration) with ECS Agnus and 2MB Chip RAM. If I do the same on a 68000 it slows to an unplayable and flickery snails pace. In saying that, it might run much faster when properly compiled and/or my code becomes more efficient than the rather messy pond it is right now, so it may run ok on a 68010 in the future.
Are you just forcing it to the screen buffer or using sprites? It looks real good. Are you running this on a real amiga?
redblade is offline  
Old 27 September 2017, 21:56   #27
Amigajay
醉拳
Amigajay's Avatar
 
Join Date: Jan 2010
Location: >
Posts: 1,987
Great start to the project!

One thing I would suggest as others may have, make sure you are happy with language of choice now, nothing worse than 12 months later you find out it's slowing down too much or it can't handle certain things!
Amigajay is offline  
Old 27 September 2017, 21:58   #28
DamienD
Global Moderator

DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 42
Posts: 12,848
Yup, Blitz Basic is probably the way to go over AMOS if you don't have coding knowledge...

If you like I'll provide you with a .HDF + Blitz Basic installed? Just PM me
DamienD is offline  
Old 27 September 2017, 21:59   #29
Brick Nash
Registered User

Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 207
Quote:
Originally Posted by redblade View Post
Are you just forcing it to the screen buffer or using sprites? It looks real good. Are you running this on a real amiga?
Err... pass haha! I'm still very much in the dark about a lot of the terminology.

I'm just doing it on Winuae. It's easier to switch stuff around to see what runs ok on what settings.

I might just put up a DL of the Amos files so folk can take a look for themselves, but I'm also a little embarrassed about letting people see my terrible code.
Brick Nash is offline  
Old 28 September 2017, 00:21   #30
redblade
Zone Friend

redblade's Avatar
 
Join Date: Mar 2004
Location: Middle Earth
Age: 34
Posts: 1,187
Quote:
Originally Posted by Brick Nash View Post
Err... pass haha! I'm still very much in the dark about a lot of the terminology.

I'm just doing it on Winuae. It's easier to switch stuff around to see what runs ok on what settings.

I might just put up a DL of the Amos files so folk can take a look for themselves, but I'm also a little embarrassed about letting people see my terrible code.
Haha can't be as bad as mine, I'm a copy and paste coder or sometimes even ReSource . It looks good and real fast, I'm glad you're having fun on your project.
redblade is offline  
Old 28 September 2017, 01:02   #31
franeti
Registered User
 
Join Date: Jul 2014
Location: Spain
Posts: 27
Amazing project! Congratulations!
Is my opinion, A500 version for everybody will be great. DDII was great so its possible to make DDI a great conversion.

Next shinobi?
franeti is offline  
Old 28 September 2017, 12:24   #32
jayminer
Registered User

jayminer's Avatar
 
Join Date: Jun 2015
Location: Umeå / Sweden
Posts: 175
I think sharing your code is a great idea even if you think it's terrible, I know how it feels myself but I have gotten a lot of ideas of way to easily optimize and fix stupid things I've done due to sharing my code.

I should release the code of more projects of mine in the future.
jayminer is offline  
Old 28 September 2017, 13:01   #33
Brick Nash
Registered User

Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 207
Thought I'd share another video of an update.

[ Show youtube player ]

The grab move has been included now, although there are animation glitches with it (which typically, didn't happen in the video) and something's killing the player animation after a throw. The energy bars have some depth issues because Priority On is activated so the player can walk over them. They're bobs ATM but I'm wondering if I can use sprites instead?

I'm using the Amiga background this time and another palette. The colours have taken a bit of a hit, but I still haven't sorted the complete palette out to figure in the colours of all the other backgrounds and all the bobs/sprites. Palettes are something I'm still learning a lot about and will take a while to do in terms of organisation and colour order in regards to what uses what colours on screen.

And yes, I'll set up a download pack with the Amos file in in and all the image/sound banks so that everyone can have a look at it, but really, it's just a lot of IF statements and not much else.

Cheers!
Brick Nash is offline  
Old 28 September 2017, 13:11   #34
Samurai_Crow
Total Chaos forever!

Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Ft. Collins, CO USA
Age: 44
Posts: 1,134
Send a message via Yahoo to Samurai_Crow
I wouldn't use bobs or sprites for the energy bars if they don't need transparency. Use either icon paste or draw them manually. Icon drawing commands in AmosPro are twice as fast as bobs.

Sent from my Prism II using Tapatalk
Samurai_Crow is offline  
Old 28 September 2017, 13:24   #35
Brick Nash
Registered User

Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 207
Quote:
Originally Posted by Samurai_Crow View Post
I wouldn't use bobs or sprites for the energy bars if they don't need transparency. Use either icon paste or draw them manually. Icon drawing commands in AmosPro are twice as fast as bobs.

Sent from my Prism II using Tapatalk
Good call, icons are something I've not experimented with yet.

I did actually try to just draw a filled single bar with an outline using the "Bar" and "box" commands for the energy/life/health whatever you call it, but it really slowed the game down to a crawl. The same happens with text as well. I might have been using it wrong though. EDIT: The bars and boxes work ok when drawn outside the main loop, it's only when in there that it slows the game down. Not sure how the energy variable linked to the right hand side of the bar can be updated that way though.

Last edited by Brick Nash; 28 September 2017 at 16:30.
Brick Nash is offline  
Old 28 September 2017, 17:10   #36
Schlachtwerk
68k RULEZ
Schlachtwerk's Avatar
 
Join Date: Jul 2010
Location: Germany
Posts: 199
For Bar and Box and other use the AMCAF oder TURBO Plus Extension for AMOSPro, thats the better Choice.

[ Show youtube player ]
Schlachtwerk is offline  
Old 28 September 2017, 20:21   #37
Samurai_Crow
Total Chaos forever!

Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Ft. Collins, CO USA
Age: 44
Posts: 1,134
Send a message via Yahoo to Samurai_Crow
AMCAF overwrites the AmosPro runtime library at install time. Future updates to AmosPro will be incompatible with it. If you can find TurboPlus, try it instead.

Sent from my Prism II using Tapatalk
Samurai_Crow is offline  
Old 29 September 2017, 01:50   #38
trydowave
Registered User
trydowave's Avatar
 
Join Date: Jan 2010
Location: Watford UK
Posts: 766
Is there no chance of an ecs version? Is it.a case of taking to much time squashing it into the limited memory rather than being impossible to do?
trydowave is offline  
Old 29 September 2017, 11:50   #39
Brick Nash
Registered User

Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 207
Quote:
Originally Posted by trydowave View Post
Is there no chance of an ecs version? Is it.a case of taking to much time squashing it into the limited memory rather than being impossible to do?
It was more about speed than memory to be honest. I was running my uncompiled tests from Amos itself and anything below an A1200 would just grind it to a halt, but Dan made a compiled adf of what I have and it actually runs reasonably smoothly (albeit still a bit slow) on an A500 OCS.

If I can make my code more efficient and a bit faster then there could very well be a version for all Amigas. This is providing that it runs ok with a minimum of maybe three enemies on screen of course. I'm trying my hand at re-coding animations with Amal and seeing if that might speed things up a bit.

If you want to try it out or even look at the code then I posted a DL in the Coders Amos section and in that thread you'll find Dan's adf download further down.

There's not much to the game right now mind you. It's only one screen and the enemy doesn't fight back but it's fun beating the shit out of him for a few minutes.

Last edited by Brick Nash; 29 September 2017 at 12:07.
Brick Nash is offline  
Old 30 September 2017, 01:09   #40
idrougge
Registered User
 
Join Date: Sep 2007
Location: Stockholm
Posts: 3,679
Quote:
Originally Posted by Samurai_Crow View Post
AMCAF overwrites the AmosPro runtime library at install time. Future updates to AmosPro will be incompatible with it. If you can find TurboPlus, try it instead.
That's a bit of an academic problem, isn't it?
idrougge is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Double Dragon Bug ? bbsteal support.Games 6 04 July 2011 00:07
A remake/sequel of Moonstone is in the progress! Ironclaw Amiga scene 13 22 July 2008 19:17
Double Dragon 2 The Master project.WHDLoad 2 04 June 2006 20:20
Trick Or Treat Remake - Work in Progress ant512 Amiga scene 15 16 November 2004 18:25

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 04:37.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.
Page generated in 0.10424 seconds with 14 queries