03 September 2019, 13:27 | #21 |
Puttymoon inhabitant
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This thread should be splitted to a new one. I think from post #113.
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03 September 2019, 13:32 | #22 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Yup, will do this but need to think what to call the new thread and where to move.
Edit: done, all post here moved from this thread: Metro Siege: new arcade quality a500 brawler! |
03 September 2019, 14:25 | #23 |
pixels
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
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Nicely done DamienD, sorry to go off topic
Interesting reading all the tips, tools and techniques, hope to share more info with video tuts once I setup the capture card. |
03 September 2019, 16:17 | #24 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
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Quote:
I was really surprised when I begun learning Blitz Basic that *it is* possible. I even wrote a routine that "simulates" vertical scrolling by just changing the color of a single palette entry on different scanlines at each frame. I don't think commercial games did this too much back at the day. It was either the famous "Rainbow" effect, or games just didn't have vertical scrolling when using it (Like Shadow of the Beast... the levels with vertical scroll didn't have so many colors on screen... or Jim Power). |
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03 September 2019, 17:26 | #25 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Lionheart did it dynamically in those dual playfield levels..
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03 September 2019, 17:39 | #26 |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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Yep, it's probably one of the most complex copper lists of all Amiga games... color gradients in foreground + background + perspective scroll, and everything scrolls horizontally and vertically, and even the swamp perspective changes (stretches) when moving up and down. Total masterpiece (even if the cloud scrolling is wrong when you run ).
Apart from that, also Kid Chaos changes at least background colors, and Apano Sin is a vertical scroller that changes palette quite a lot. |
03 September 2019, 18:29 | #27 |
Phone Homer
Join Date: Jun 2006
Location: 5150
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Nothing......
Last edited by Retro1234; 03 September 2019 at 18:35. |
03 September 2019, 18:46 | #28 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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If I remember correctly from the Codetapper interview, SWIV also changes copper colours dynamically, transitioning betweens different palettes of areas on the fly.
Nice technique. |
03 September 2019, 19:05 | #29 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
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Oh yeah, it's true. Swiv does it very smartly indeed.
I don't remember exactly what it was now, but in Lionheart the effect was really ... weird to me, as platforms actually changed color as they moved. It never felt right IMO. |
03 September 2019, 19:38 | #30 | |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,856
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Quote:
Last edited by malko; 03 September 2019 at 20:19. |
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03 September 2019, 20:24 | #31 |
Dream Merchant
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
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Dunno if this can be considered in-topic, anyway I found this stuff useful in Photoshop:
http://danfessler.com/blog/hd-index-...g-in-photoshop ProMotionNG looks cool, gonna check it ASAP! |
04 September 2019, 01:45 | #32 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
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XNView loads and saves IIFs, and from memory it can read (but not save) HAM images. It's got a pretty decent palette reducer built in (I also use PSP, but I'm not terribly fond of it's color reduction tools so I tend to use either XNView or something else if needed).
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04 September 2019, 09:27 | #33 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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Quote:
Watching a 32x32 animation on a 1280x900 display is challenging, to say at least... |
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04 September 2019, 09:36 | #34 |
Ex nihilo nihil
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Location: CH
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05 September 2019, 13:02 | #35 |
Banned
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All copperlist discussion moved here: Copperlist explanation
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