English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Contest

 
 
Thread Tools
Old 19 May 2018, 14:01   #21
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 565
Quote:
Originally Posted by Shatterhand View Post
I am really surprised how 512kb are filled very quickly indeed. I load all assets of Roadtrip in the beginning, the game has just a few graphics, sfx and one song playing, and it doesn't fit on 512 kb. I know Double buffer takes a big hunk of memory, and the way I did scroll there wasn't very easy on memory (but it can reach a very fast speed because of this ), but still you'd think 512kb could handle a little bit more of stuff... but it cant

I think its amazing there were games that even worked with just 256kb.
If a game is system friendly then on a stock A500 OCS with 512kb chip then you only really have around 280Kb to work with. If you're taking over the system though and using a track loader then you have pretty much all memory available but the trade off is you lose the OS.

For this reason I think it's fair that the target platform would be a 1mb machine as the Amiga user base now seems to expect new productions to be OS friendly.

I think any competition we can muster would be great for the Amiga if it produces some games, I get frustrated about people banging on about the 8-bit scene all the time citing it's easier to develop on and it takes less time etc.

I released the source to my game in the hope that it inspires just one person to have a crack at making a game (in assembler as it was done for commercial titles back in the day). I self taught by looking and tinkering with others source code and an Action Replay, the resources we have today makes coding on the Amiga faster and easier than ever before.

This said, I'm not a fan of higher level languages on the Amiga for reasons they just consume obscene amounts of resources to run.

Still - I'd love to see a competition though as it would likely focus me to do something original for a game sooner than later.

Geezer
mcgeezer is offline  
Old 19 May 2018, 15:00   #22
phx
Natteravn

phx's Avatar
 
Join Date: Nov 2009
Location: Herford / Germany
Posts: 1,203
Quote:
Originally Posted by LongLifeA1200 View Post
I wouldn't say "no one". Besides, money isn't the primary motivator.
Exactly. Don't start an Amiga game, if you expect money or acknowledgement! Do it for yourself. Have fun. And maybe a few others have it too.


Quote:
Originally Posted by mcgeezer View Post
as the Amiga user base now seems to expect new productions to be OS friendly.
Really?

IMHO, when a game targets A500, there is no reason not to take over the system and use all its resources to the last byte. What advantage would an OS-friendly game offer? To launch it under OS4 or MorphOS, or an RTG-Workbench? Why?

I would have hoped that most people either load the ADF into UAE, or have a real classic Amiga standing around, which boots the game nicely from disk (preferred - for most authentic experience).


Quote:
I released the source to my game in the hope that it inspires just one person to have a crack at making a game
That's the spirit!
phx is offline  
Old 19 May 2018, 15:22   #23
alpine9000
Registered User

 
Join Date: Mar 2016
Location: Australia
Posts: 612
Quote:
Originally Posted by phx View Post
Really?

IMHO, when a game targets A500, there is no reason not to take over the system and use all its resources to the last byte. What advantage would an OS-friendly game offer? To launch it under OS4 or MorphOS, or an RTG-Workbench? Why?

I would have hoped that most people either load the ADF into UAE, or have a real classic Amiga standing around, which boots the game nicely from disk (preferred - for most authentic experience).
My upcoming game has both versions. Trackloaded OS takeover and OS “friendly” version for running from workbench.

Unlike my previous games the OS friendly version actually leaves the OS running behind it which is actually quite handy for things like loading and saving to HD. Also makes it more tolerant to things like network stacks being left running.

But yeah, trackloaded ADF is the best way for low spec machines ;-)
alpine9000 is offline  
Old 19 May 2018, 15:36   #24
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 565
Quote:
Originally Posted by phx View Post

Really?
When I say OS friendly I mean capable of running from and restoring back to the work bench, generally from hard drive.

While the game is running i completely agree the system should be took over.
mcgeezer is offline  
Old 19 May 2018, 18:21   #25
Shatterhand
Warhasneverbeensomuchfun

Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 35
Posts: 2,957
I agree money isn't the primary motivator, but it does help No one will get rich doing Amiga games, but getting some money to help paying some bills or just keep your amiga working/buy new hardware would be great.
Shatterhand is offline  
Old 20 May 2018, 14:25   #26
Thorham
Computer Nerd

Thorham's Avatar
 
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 42
Posts: 3,085
Quote:
Originally Posted by phx View Post
What advantage would an OS-friendly game offer?
Try meynaf's Dungeon Master port on a 68030 and you'll understand the advantage.
Thorham is offline  
Old 20 May 2018, 15:08   #27
Galahad/FLT
Going nowhere

Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 45
Posts: 7,046
Quote:
Originally Posted by Thorham View Post
Try meynaf's Dungeon Master port on a 68030 and you'll understand the advantage.
Just not on a base 68000
Galahad/FLT is offline  
Old 20 May 2018, 16:03   #28
Retro1234
Bo Bo

Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 3,988
Who was it who disassembled Giana Sisters? This is now Dos friendly isn't it?
Retro1234 is offline  
Old 21 May 2018, 11:45   #29
Lorfarius
Registered User
Lorfarius's Avatar
 
Join Date: Jan 2010
Location: Glossop/UK
Posts: 427
Now I've spent so much time with the Amiga library and especially when it comes to prepping Amiga related news each week for AMIGArama... I think the topic title is way off. There's loads of homebrew stuff and very impressive from what I've seen. The likes of Scourge of the Underkind or Doom 2 on the CD32 immediately come to mind.
Lorfarius is offline  
Old 23 May 2018, 00:55   #30
NeoHippie2016
Freak
NeoHippie2016's Avatar
 
Join Date: Dec 2015
Location: Gladbeck
Age: 42
Posts: 306
I don't know where to post this. Exists an amiga Version of Elite 3? http://amigaflame.com/amielite.htm yes, i know, the old post is from AM... But who knows? I am also searching for the prototype(?) of Monkey Island CDTV... *dreaming*
NeoHippie2016 is offline  
Old 23 May 2018, 05:39   #31
swinkamor12
Registered User

 
Join Date: May 2017
Location: Vienna/Austria
Posts: 36
Quote:
Originally Posted by phx View Post
Exactly. Don't start an Amiga game, if you expect money or acknowledgement! Do it for yourself. Have fun. And maybe a few others have it too.
It takes too much time to make an old style amige game.
The Amiga community must find a way to finance something like that.
swinkamor12 is offline  
Old 23 May 2018, 11:04   #32
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Amiga Island
Posts: 476
Just some games that are in production or will even release soon:

Reshoot R
Barbarian+
Worthy
Scourge of the underkind (stealthy ninja add/edit )
Bomb Jack Beer Edition
Heroes of Gorluth
Green Beret
Bridge Strike
Rygar (Demo)
Powerglove
Inviyya

And PHXs super secret new game that I am sure will blow our socks off...

Not that bad at all...
Steril707 is offline  
Old 23 May 2018, 11:10   #33
robinsonb5
Registered User
 
Join Date: Mar 2012
Location: Norfolk, UK
Posts: 578
Quote:
Originally Posted by Lorfarius View Post
I think the topic title is way off. There's loads of homebrew stuff and very impressive from what I've seen. The likes of Scourge of the Underkind or Doom 2 on the CD32 immediately come to mind.
I have to agree that the scene's looking great right now. But the thread was started three years ago, and I think the thread's title was more accurate back then than it is now!
robinsonb5 is offline  
Old 23 May 2018, 17:21   #34
brett71
Registered User

brett71's Avatar
 
Join Date: May 2010
Location: Ames, IA, USA
Posts: 356
If there were a competition for writing new Amiga games, I agree that one of the requirements should be OCS/ECS, 512kb chip, 512kb fast to keep things at a lowest-common-denominator position.

However, I would really also like to see what kind of original games some people could come up with if the gloves were taken off, i.e. the scenario of a relatively high-end Amiga. For example, a souped up A4000 with an 040 or 060, 32+ MB of fast memory, AGA or RTG-supported graphics, maybe even network support... Just to see how far the platform, even with a certain level of enhancement, could be pushed and what could be created. Or better still, see if the miracle workers in the current Amiga game development scene could create something that would've rivalled the PC games of the mid- to late 90's or beyond...
brett71 is offline  
Old 23 May 2018, 17:32   #35
Akira
Registered User

Akira's Avatar
 
Join Date: May 2001
Location: New York
Posts: 19,265
Quote:
Originally Posted by brett71 View Post
For example, a souped up A4000 with an 040 or 060, 32+ MB of fast memory, AGA or RTG-supported graphics, maybe even network support...
As someone interested in making games, what would be the point in making a game that targets the minority of users? If you make a game that runs on modest, well available hardware (say plain A1200), it will also run on newer stuff if done well (or fixed by WHDLoad patchers).

Also, it is often said (read the whole thread) that the main problem with this "scene" is motivation, because the Amiga is a harder to work with machine, because you have more colors, more graphics, more things to do, to get a game off the ground and working. By expanding the "capabilities" of the machine using things like what you mentioned, you just increase the difficulty of developing exponentially, especially for the uninitiated (which are the ones who right now you want to get into the platform to enlarge it). And in the end only the select few who might own that hardware you just described will be able to play it. And that doesn't seem very motivational. When you make a game, you want the biggest number of people playing it, if possible.

Even if it isn't for the "money", there needs to be some kind of retribution after working on a game for a long time, and this usually comes from people playing it. That in turn will motivate you to keep making more, and that's how you grow a homebrew scene.
Akira is offline  
Old 23 May 2018, 18:11   #36
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Amiga Island
Posts: 476
Akira is right "on the money" here...

Maxing out an unexpanded AGA 1200 is no easy task for a one to three guys (code/gfx/msx) dev team already. That's why I will stay with OCS for the foreseeable future..

Going into 68040/RTG Territory you can basically already just run SDL-Games, so what's the fun in there?
Steril707 is offline  
Old 23 May 2018, 18:37   #37
Gorf
Registered User

 
Join Date: May 2017
Location: Munich/Bavaria
Posts: 549
Amiga software was always "homebrew". In the past even more than today.

So the title is a bit misleading, because the "homebrew"-scene is usually something you would find on formal closed consoles, where you could not distill software at home in the past.
This was newer an issue on Amiga.
Gorf is offline  
Old 23 May 2018, 18:53   #38
Akira
Registered User

Akira's Avatar
 
Join Date: May 2001
Location: New York
Posts: 19,265
Quote:
Originally Posted by Gorf View Post
This was newer an issue on Amiga.
Yet it is today for all the aforementioned reasons, otherwise, we'd be overflowed with releases.
Akira is offline  
Old 23 May 2018, 19:10   #39
OmegaMax
Knight Of The Kingdom

OmegaMax's Avatar
 
Join Date: Feb 2016
Location: Mordroc's Castle
Posts: 135
The amiga hardware is difficult to understand at first,that alone can discourage new coders.It's gets much,much easier "a few months of coding on it" but most won't stick around that long.I'm not touching the amiga1200,I'm not a pixel artist and the amiga's 32/64 color display is way more than enough for me.
OmegaMax is offline  
Old 23 May 2018, 19:18   #40
Gorf
Registered User

 
Join Date: May 2017
Location: Munich/Bavaria
Posts: 549
Amiga was "King of the Homebrewing-Scene" in times of Fred Fish.
But also most games ever released would now qualify as "homebrew", if you look on the how they were made..
Gorf 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
Amiga Game Development Contest - Prize Money DamienD Coders. Contest 29 28 September 2018 17:27
Amiga Game Development Contest - Looking for Judges Shatterhand Coders. Contest 17 27 August 2018 01:19
Furtum Sacrum, new Amiga game in development kikems Retrogaming General Discussion 81 03 July 2017 19:52
New Amiga Game in Development phase Amiten project.Amiga Game Factory 18 28 December 2015 19:55
DiscreetFX Sponsers a Retro Amiga Game Creation Contest starring "Hottie™ Pyromania Retrogaming General Discussion 30 06 November 2007 20:48

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 02:16.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.
Page generated in 0.11809 seconds with 15 queries