11 February 2019, 13:21 | #681 |
CaptainM68K-SPS France
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11 February 2019, 13:27 | #682 |
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11 February 2019, 22:48 | #683 |
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Thought I'd take the Griffin enemy on tonight... these appear on the Water fall rounds 2 & 3...
Took about an hour to do... so the new sprite methods have already paid off. http://109.228.4.199/rygargrif.mp4 Geezer |
14 February 2019, 20:57 | #684 | |
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14 February 2019, 21:57 | #685 |
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15 February 2019, 01:49 | #686 |
pixels
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Nice update mcgeezer, awesome.
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15 February 2019, 03:43 | #687 |
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Looking great again, this is developing nicely!
Just out of curiosity: For the main playfield, why did you decide to use 4 planes, add a fifth plane and bitshift that manually? |
15 February 2019, 07:43 | #688 |
Inviyya Dude!
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For getting a 5-3 bitplane division, isn't it?
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15 February 2019, 09:54 | #689 |
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I suppose. But why cope with that at all? Do background and bobs need 32 colors?
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15 February 2019, 12:08 | #690 | ||
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Granted I could have modified the hscroll odd and even registers and I would only then have to compensate 1 foreground bitplane every frame instead of the way I do it now which is blitting 3 planes into the background....however like I said there are good reasons why I did it the way I have. The first reason was the colour register management became a real nightmare... in the mode I use now, I only have to worry about poking the first bank of 32 colour registers for the foreground and the 1st register of the remaining 7 banks for the background colours. You have to remember that I need to fade those background colours too when the timer runs down. Moving the foreground bitplanes from 1-5 to 1,3,5,7 meant managing the colour registers became a real pain. The second and most important reasons was performance, initially you would say that just blitting 1 foreground plane is faster than blitting 3 background planes and you'd be right, however there are sections in the game where the background is never used... for example, when the timer runs down there's no need to blit the background, on the vertical scenes and on some rounds (5) when the background isn't visible... in these scenarios I can then blit much more sprites. If you look closely at the arcade you'll see that when the background isn't visible the game all of a sudden does display more sprites too! Hope that clears things up. It's balancing keeping things technically simple with performance. Thanks for the feedback guys. Geezer |
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15 February 2019, 12:26 | #691 |
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Thank you very much for this indepth explanation. Interesting technique. Color management of the AGA-chipset is indeed a real pain, especially if you scroll four mainplanes and use three or four secondary planes for other purposes - which is what I am doing in some levels of RESHOOT R, by the way. I really, really learned to hate it, before I finally got to understand how to make everything work. And I don´t use color fades as transitions, because to implement that would probably cost me another five years of lifetime :-)
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15 February 2019, 12:40 | #692 | |
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PS. Your game looks top notch, can't wait to see it in action. |
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15 February 2019, 12:52 | #693 | |
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And yours. Really good to see the Amiga indie scene produce games of equal or better quality than most of the stuff we could play in the 90s! |
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15 February 2019, 22:51 | #694 |
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Can someone explain to me.... Just how fuck'in good this guy is?
http://109.228.4.199/sanctuary.mp4 Cos I think it's nothing quite like the Amiga has produced since it was born. Take a bow @DJMETUNE. Geezer |
15 February 2019, 23:07 | #695 |
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whoooo !!!! it sounds exactly like the arcade !!! almost perfect !
Very very very good work !!! |
15 February 2019, 23:13 | #696 |
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15 February 2019, 23:31 | #697 |
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Yep spot on, amazing work!
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16 February 2019, 14:37 | #698 |
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Who needs FM
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16 February 2019, 15:33 | #699 |
This cat is no more
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The visuals & the music are so exactly 100% that you'll have to be careful as some people will believe the game is a fake/arcade footage when they see the videos.
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16 February 2019, 15:58 | #700 |
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Remember that there will be cooper sky effect not present even on arcade
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