English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Asm / Hardware

 
 
Thread Tools
Old 21 April 2019, 18:07   #161
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,625
Quote:
Originally Posted by britelite View Post
Anyone interested in the current state of the game should take a look at the game dev competition at the Revision 2019 demoparty tonight
At what time would this be? I checked their timetable but the game competition seems to have started at 16:00.
roondar is online now  
Old 21 April 2019, 18:16   #162
britelite
Registered User
 
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 649
Quote:
Originally Posted by roondar View Post
At what time would this be? I checked their timetable but the game competition seems to have started at 16:00.
The compo block started at 16:00, the game compo would probably be at around 18:00 CET
britelite is online now  
Old 21 April 2019, 18:29   #163
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,625
Cool, I'll be sure to check it out!

Edit: (off topic) that LED-demo at the end of the wild category was both scary and extremely cool

Last edited by roondar; 21 April 2019 at 19:27.
roondar is online now  
Old 21 April 2019, 21:01   #164
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,625
That was impressive to watch, well done on Cyberwolf. Ran a great deal better than I expected and looked very nice for a 64KB game
roondar is online now  
Old 22 April 2019, 16:35   #165
britelite
Registered User
 
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 649
http://www.dekadence64.org/dkd-wolf.lha

Here's the preview. It's still very much work in progress, and doesn't really represent what the final product will look or sound like. Might release a fixed version with some of the worst bugs fixed.
britelite is online now  
Old 22 April 2019, 19:06   #166
Dunny
Registered User

Dunny's Avatar
 
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,383
Any links to the video coverage of the Wolf demo? Or do I have to go to twitch and hunt through the whole stream for it?
Dunny is offline  
Old 22 April 2019, 19:15   #167
Megol
Registered User

Megol's Avatar
 
Join Date: May 2014
Location: inside the emulator
Posts: 370
Quote:
Originally Posted by Dunny View Post
Any links to the video coverage of the Wolf demo? Or do I have to go to twitch and hunt through the whole stream for it?
[ Show youtube player ]
Megol is offline  
Old 22 April 2019, 19:48   #168
rothers
Registered User

 
Join Date: Apr 2018
Location: UK
Posts: 56
You can see the potential of that engine in the demo. Imagine something like this being released in 1989 for the Amiga.
rothers is offline  
Old 22 April 2019, 19:56   #169
LaBodilsen
Registered User

 
Join Date: Dec 2017
Location: Gandrup / Denmark
Posts: 91
Quote:
Originally Posted by Megol View Post
[ Show youtube player ]
at 7min 20sec.

very impressive for an A500.

+ Speed is great, and compared to Wolf3D for Atari st, you can see it's using raycasting, with much better freedom of movement.
+ Love the "free" depth shading by mipmapping, as you don't really notice it at first, because it's so subtle.
+ Wall textures looks great

(Minor nagging, that might change anyway)
- Not fond of the Enemy
- Weapon sprite is on the small side.
- Doors could use some animation

but some great progress here, that show some cool potential for the engine.

Last edited by LaBodilsen; 22 April 2019 at 20:10.
LaBodilsen is online now  
Old 22 April 2019, 20:01   #170
Dunny
Registered User

Dunny's Avatar
 
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,383
That's... Not as good as I was hoping for, but certainly incredibly impressive for an A500. Well done
Dunny is offline  
Old 23 April 2019, 16:34   #171
dodke
Registered User

 
Join Date: Feb 2018
Location: London / UK
Posts: 73
Quote:
Originally Posted by LaBodilsen View Post
at 7min 20sec.

very impressive for an A500.

+ Speed is great, and compared to Wolf3D for Atari st, you can see it's using raycasting, with much better freedom of movement.
+ Love the "free" depth shading by mipmapping, as you don't really notice it at first, because it's so subtle.
+ Wall textures looks great

(Minor nagging, that might change anyway)
- Not fond of the Enemy
- Weapon sprite is on the small side.
- Doors could use some animation

but some great progress here, that show some cool potential for the engine.
there's also a bit of a 'fog' in the mipmapping so they don't just fade to black. And yes the graphics will be improved in the final game. I had done the wall / dithering / mipmapping conversion tools and the wall graphics already over a month ago. unfortunately as the party approached and there weren't any enemies yet I wasn't able to work on more graphics because I had to finish our demo (origins by unique). The enemy graphics were done by spiikki at the party place the evening before the deadline in a rush just to get the preview in the compo.
dodke is offline  
Old 23 April 2019, 22:57   #172
utri007
mä vaan
 
Join Date: Nov 2001
Location: Finland
Posts: 936
Quote:
Originally Posted by britelite View Post
Anyone interested in the current state of the game should take a look at the game dev competition at the Revision 2019 demoparty tonight
Too late, any links?
utri007 is offline  
Old 23 April 2019, 23:05   #173
Samurai_Crow
Total Chaos forever!

Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Ft. Collins, CO USA
Age: 45
Posts: 1,337
Send a message via Yahoo to Samurai_Crow
Quote:
Originally Posted by utri007 View Post
Too late, any links?
See the YouTube link a few posts back. It's a little over 7 minutes in.
Samurai_Crow is offline  
Old 23 April 2019, 23:55   #174
rothers
Registered User

 
Join Date: Apr 2018
Location: UK
Posts: 56
I can see so much possibility with that engine, I'm really looking forward to where it goes.

Will it be open source so we could have a play about with it?
rothers is offline  
Old 24 April 2019, 08:48   #175
britelite
Registered User
 
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 649
Quote:
Originally Posted by rothers View Post
Will it be open source so we could have a play about with it?
Haven't decided yet, will see when the code is more complete
britelite is online now  
Old 27 April 2019, 21:27   #176
saimon69
J.M.D - Bedroom Musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,259
This video was posted as of course a joke but remembering the good old days with four players in parnet/sernet (or with some kind of local networking) and splitscreen in lotus make me wonder if an usage of the engine for the ultimate A500 battle royale is possible

[ Show youtube player ]
saimon69 is offline  
Old 27 April 2019, 21:43   #177
saimon69
J.M.D - Bedroom Musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,259
Quote:
Originally Posted by rothers View Post
I think making this work is one of the last great Amiga achievements.

I suspect it would get some coverage from the major UK tech sites if it happened just because it would be such a nice/impressive retro story.
Pitifully scenes are been stolen by Super Mario 64 and its takedown but this project will leave a strong mark!
saimon69 is offline  
Old 08 May 2019, 04:18   #178
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,758
Doable the effort to do a game like Wolf3d, but to be honest, back in the day a game like this wold be put into trash. Why? Visuallly is very very worse.

Instead trying to do somenthing that doesn't belong to Amiga, why don't put all the effort to do the same but using "simple" flat ray casting whiout "texture mapping", and have a very good gfx?
sandruzzo is offline  
Old 08 May 2019, 08:37   #179
britelite
Registered User
 
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 649
Quote:
Originally Posted by sandruzzo View Post
Doable the effort to do a game like Wolf3d, but to be honest, back in the day a game like this wold be put into trash. Why? Visuallly is very very worse.
You do know you're comparing a unfinished preview with placeholder graphics to a finished game, right?
Quote:
Instead trying to do somenthing that doesn't belong to Amiga, why don't put all the effort to do the same but using "simple" flat ray casting whiout "texture mapping", and have a very good gfx?
Feel free to show us your amazing simple flat ray casted game with awesome gfx then.
britelite is online now  
Old 08 May 2019, 10:07   #180
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,758
Quote:
Originally Posted by britelite View Post
You do know you're comparing a unfinished preview with placeholder graphics to a finished game, right?
Feel free to show us your amazing simple flat ray casted game with awesome gfx then.
You're engine is impressive. Period. But visually ins't so good. Ok, due to Amiga limits, but nontheless fact is still there
sandruzzo 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
Wolf3D on stock A500 gururise Retrogaming General Discussion 9 08 November 2017 15:03
Wolf3d: more ideas. AndNN Coders. Asm / Hardware 7 17 October 2017 14:03
Optimizing HAM8 renderer. Thorham Coders. Asm / Hardware 5 22 June 2017 19:29
NetSurf AGA optimizing arti Coders. Asm / Hardware 199 10 November 2013 15:36
rendering under wb 1.3 _ThEcRoW request.Apps 2 02 October 2005 18:23

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 20:27.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Page generated in 0.10025 seconds with 16 queries