English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 09 December 2015, 13:11   #21
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
The game is simply awesome. It's just that the scrolling isn't smooth.
vulture is offline  
Old 09 December 2015, 13:58   #22
kamelito
Zone Friend
 
kamelito's Avatar
 
Join Date: May 2006
Location: France
Posts: 1,801
Quote:
Originally Posted by Muzkat View Post
While I will openly admit that Gods is my favourite Amiga game of all time, I will also go on the record to say I've never noticed any choppiness with the frame rate.

Then again, I can't tell the difference between 30FPS and 60FPS in modern day games either. It's just something I don't pick up.

Then an Atari ST would have been enough for you
kamelito is offline  
Old 09 December 2015, 14:05   #23
Amicol
Registered User
 
Join Date: Dec 2013
Location: Hartlepool / England
Posts: 389
I love Gods, but it's one of the few games I prefer on PC DOS.
Great sound fx and 'in-game' music when connected to a CM-32/64, also full screen.

But the scrolling isn't any better than the Amiga version...
Amicol is offline  
Old 09 December 2015, 20:27   #24
Mrs Beanbag
Glastonbridge Software
 
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
the thing is, as has been discussed in other threads, we took 25fps and even 16fps to be acceptable and normal in those days. 50fps was relatively rare, even though it was the norm on consoles.
Mrs Beanbag is offline  
Old 09 December 2015, 23:30   #25
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
@Mrs Beanbag

Well, you're right that those refresh rates were acceptable those days, but there are already more than 150 games verified to be @50 on miggy with Toni's winuae method, that's not rare imo. Out of the more well known titles, those with less than 50 fps seem to be the minority and they include 3d/pseudo 3d titles which are hard to gauge. Unless of course you mean on home computers in general - on that I agree.
vulture is offline  
Old 09 December 2015, 23:32   #26
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,538
Send a message via ICQ to Predseda
Quote:
Originally Posted by vulture View Post
@Mrs Beanbag

Well, you're right that those refresh rates were acceptable those days, but there are already more than 150 games verified to be @50 on miggy with Toni's winuae method, that's not rare imo. Out of the more well known titles, those with less than 50 fps seem to be the minority and they include 3d/pseudo 3d titles which are hard to gauge. Unless of course you mean on home computers in general - on that I agree.

Question is: does it matter? Gods became an instant legend even with a shitty scrolling
Predseda is offline  
Old 10 December 2015, 00:34   #27
Galahad/FLT
Going nowhere
 
Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
Whilst Gods in 50hz would have been nice, i think the speedup in the scrolling would have altered the game.

It wasnt meant to be a frenetic platformer, it wss more a puzzler platformer, you certainly couldnt compare it to Zool which was all about speed.
Galahad/FLT is offline  
Old 10 December 2015, 00:35   #28
frank_b
Registered User
 
Join Date: Jun 2008
Location: Boston USA
Posts: 466
Quote:
Originally Posted by ReadOnlyCat View Post
This should be at worst two days of work (worst case: one week) even in assembly language provided the code is modular. Just these two changes would provide a massive speed boost compared to the ST making the decoupling of gameplay and display more valuable to pursue.
They didn't bother using the hardware scrolling on the STE either!
frank_b is offline  
Old 10 December 2015, 00:52   #29
Galahad/FLT
Going nowhere
 
Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
Quote:
Originally Posted by frank_b View Post
They didn't bother using the hardware scrolling on the STE either!
Very few bothered with the STe. By the time it was released, the ST was already in sharp decline, and having to cater for single side and double sided floppy users was extra expense as it was.
Galahad/FLT is offline  
Old 10 December 2015, 00:54   #30
frank_b
Registered User
 
Join Date: Jun 2008
Location: Boston USA
Posts: 466
Quote:
Originally Posted by Galahad/FLT View Post
Very few bothered with the STe. By the time it was released, the ST was already in sharp decline, and having to cater for single side and double sided floppy users was extra expense as it was.


Which was my point.. Write for the lowest common denominator. Pretty much the bitmaps motto. Decent games otherwise.
frank_b is offline  
Old 10 December 2015, 19:55   #31
Mrs Beanbag
Glastonbridge Software
 
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
Quote:
Originally Posted by vulture View Post
@Mrs Beanbag

Well, you're right that those refresh rates were acceptable those days, but there are already more than 150 games verified to be @50 on miggy with Toni's winuae method, that's not rare imo. Out of the more well known titles, those with less than 50 fps seem to be the minority and they include 3d/pseudo 3d titles which are hard to gauge. Unless of course you mean on home computers in general - on that I agree.
In fact i was about to write "on home computers", a lot of people were still playing on Sinclair Spectrums and others in 1991, indeed there are a lot of 50fps games on the Amiga but unlike on the consoles it was still not an expected norm. Standards did improve as time went on though, maybe we could go through the list of 50fps games and plot a graph of what years they came out. Then everyone started wishing we had a "Sonic beater" and then 50fps suddenly became something everybody cared about.

Quote:
Originally Posted by Galahad/FLT View Post
Whilst Gods in 50hz would have been nice, i think the speedup in the scrolling would have altered the game.

It wasnt meant to be a frenetic platformer, it wss more a puzzler platformer, you certainly couldnt compare it to Zool which was all about speed.
You can have a slow game with smooth scrolling, it would just be a bit easier on the eyes. But adapting an existing game to run at higher frame rates with the same dynamic is not necessarily an easy task. If the characters always move at multiples of 3 pixels per frame it would be simple enough, but that's not very likely.
Mrs Beanbag is offline  
Old 10 December 2015, 20:00   #32
s2325
Zone Friend
 
s2325's Avatar
 
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
s2325 is offline  
Old 10 December 2015, 23:28   #33
Mrs Beanbag
Glastonbridge Software
 
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
ok i've actually gone and done the research, and the figures are as follows (number of 50fps games per year):

1987: 2
1988: 7
1989: 11
1990: 19
1991: 21
1992: 25
1993: 37
1994: 18
1995: 11
1996: 5
1997: 1
1998: 1
2000: 1
2001: 1

*The ambiguity is "Turbo Trax", which is the name of two different games and i don't know which one it means.

Last edited by Mrs Beanbag; 10 December 2015 at 23:42. Reason: Turbo Trax was 1995
Mrs Beanbag is offline  
Old 10 December 2015, 23:39   #34
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
Great job there Mrs Beanbag! Turbo Trax in the list is this one: http://hol.abime.net/1529

so it's 11 for 1995

I've still quite a few to test of which most seem to be 50 fps, I just need to verify them before adding them to the list. I'm pretty sure it's gonna be more than 200 games of the well known titles, in fact, more like within the 250-300 range when this list has been "completed". Of course, if we start counting amos or backbone games and such, the analogy won't look good, that's why I'm insisting mainly on games that were actually popular to a degree and they are the ones that built Amiga as a gaming platform anyway.
vulture is offline  
Old 10 December 2015, 23:47   #35
Mrs Beanbag
Glastonbridge Software
 
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
the earliest multi-way scrolling game in the list is Rock 'n' Roll (1989). Great Giana Sisters (1988) holds the title of earliest 50fps platform game.

The two games from 1987 are very primitive looking (by later standards) vertical scrolling shmups scrolling within a massive border, in not very many colours. Presumably using the blitter to do all the work. It's easy to forget how much progress in quality was because of software techniques rather than hardware, and it's amazing how long the Amiga lasted as a popular gaming platform.
Mrs Beanbag is offline  
Old 10 December 2015, 23:52   #36
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
indeed!

Also, you may update your stats, add 1 to 1998 when ACSYS demo was released (just added it to the list). Not a full game, I know, but a very impressive looking demo running at full fps!

I wonder if we could convince the creator to continue on it if we could get a bounty going and fulfill it!
vulture is offline  
Old 11 December 2015, 10:11   #37
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
If you want smooth scrolling & ingame music & copper effects & extra levels play Gods Deluxe
jotd is offline  
Old 11 December 2015, 11:14   #38
kovacm
Banned
 
Join Date: Jan 2012
Location: Serbia
Posts: 275
Quote:
Originally Posted by Mrs Beanbag View Post
the earliest multi-way scrolling game in the list is Rock 'n' Roll (1989). Great Giana Sisters (1988) holds the title of earliest 50fps platform game.

The two games from 1987 are very primitive looking (by later standards) vertical scrolling shmups scrolling within a massive border, in not very many colours. Presumably using the blitter to do all the work. It's easy to forget how much progress in quality was because of software techniques rather than hardware, and it's amazing how long the Amiga lasted as a popular gaming platform.
Zamuel_a patched (or) Great Giana Sisters for Atari STe. You can find lot of comments regarding code in thread: http://www.atari-forum.com/viewtopic.php?t=26360 and video: [ Show youtube player ]
kovacm is offline  
Old 22 December 2015, 05:29   #39
ReadOnlyCat
Code Kitten
 
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
Quote:
Originally Posted by Mrs Beanbag View Post
Smooth scrolling with jerky sprites can look worse imho, especially if it's the player character, it would look terrible.
Absolutely but that is not what I meant.
I meant to keep computing gameplay at its current rate but updating the screen at a higher frequency.

Sprites too would move smoothly.

That is not easy obviously because this might require some form of interpolation to smooth out trajectories but I must say I would be very curious to see the result.
ReadOnlyCat is offline  
Old 22 December 2015, 20:54   #40
Mrs Beanbag
Glastonbridge Software
 
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
Quote:
Originally Posted by ReadOnlyCat View Post
Absolutely but that is not what I meant.
I meant to keep computing gameplay at its current rate but updating the screen at a higher frequency.

Sprites too would move smoothly.

That is not easy obviously because this might require some form of interpolation to smooth out trajectories but I must say I would be very curious to see the result.
That would be very interesting to see, if it were possible. I know that i have this problem myself, because Alex has been going on about converting Mr Beanbag for PC or mobile platforms, the problem is it is hard-coded to run at 50fps so if it has to run on anything with a different refresh rate either everything will be the wrong speed, or animation and scrolling will be jerky. Scrolling would be easy to fix, i could adjust some parameters and it wouldn't change the game dynamics, but it would not be so easy to do that for anything else. Interpolation is also quite tricky, because there is really no concept of "a bob" as such in the game engine, each moving object adds images to a draw list every frame, so an object can have any number of bobs (including none) so there is not a logical correspondence between the images on one frame and the next. So there is not a nice, general way to do it.
Mrs Beanbag 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
Scrolling Shoot'em'up??? K1ngArth3r Looking for a game name ? 35 05 February 2019 19:19
Indivision 1200 AGA MK2cr scrolling question schneidas support.Hardware 46 16 January 2018 20:20
Hardware scrolling question oRBIT Coders. Asm / Hardware 3 11 April 2015 10:57
Which better for Scrolling Beat em up? Amiga Forever Coders. General 18 02 April 2011 19:10
smooth scrolling sink support.WinUAE 3 20 July 2007 01:16

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 11:57.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.12755 seconds with 13 queries