English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Contest

 
 
Thread Tools
Old 11 February 2019, 13:21   #681
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,428
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by JuanLuis View Post
You proof that the game is technically posible in A1200. The waterfall looks awesome. It's better than the original
it shows this game is better suited on 1200 than A500
dlfrsilver is offline  
Old 11 February 2019, 13:27   #682
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by dlfrsilver View Post
it shows this game is better suited on 1200 than A500
Indeed, the A500 probably could not achieve all of those sprites on screen at the A1200 is pushing around.

Next up is the Red Death face, Griffin, Dragon Rider.

Dragon Rider will be the most complex to do.
mcgeezer is offline  
Old 11 February 2019, 22:48   #683
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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
mcgeezer is offline  
Old 14 February 2019, 20:57   #684
van_dammesque
Registered User
 
Join Date: Aug 2014
Location: England
Posts: 231
Quote:
Originally Posted by mcgeezer View Post
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
What is promising is that the game runs too quick, so later hectic levels should be great at normal speed!
van_dammesque is offline  
Old 14 February 2019, 21:57   #685
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by van_dammesque View Post
What is promising is that the game runs too quick, so later hectic levels should be great at normal speed!

The game runs at 50 frames.

Granted, the enemies need tuning for how fast they move though but that doesn't affect performance.
mcgeezer is offline  
Old 15 February 2019, 01:49   #686
invent
pixels
 
invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
Nice update mcgeezer, awesome.
invent is offline  
Old 15 February 2019, 03:43   #687
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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?
buzzybee is offline  
Old 15 February 2019, 07:43   #688
Tigerskunk
Inviyya Dude!
 
Tigerskunk's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,774
For getting a 5-3 bitplane division, isn't it?
Tigerskunk is offline  
Old 15 February 2019, 09:54   #689
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
I suppose. But why cope with that at all? Do background and bobs need 32 colors?
buzzybee is offline  
Old 15 February 2019, 12:08   #690
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by buzzybee View Post
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?
Quote:
Originally Posted by Steril707 View Post
For getting a 5-3 bitplane division, isn't it?
Quote:
Originally Posted by buzzybee View Post
I suppose. But why cope with that at all? Do background and bobs need 32 colors?
Only the background parallax scenery is blit every frame so there is no adjusting of the foreground, there's a couple of good reasons I did it this way though.

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
mcgeezer is offline  
Old 15 February 2019, 12:26   #691
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
Quote:
Originally Posted by mcgeezer View Post
Hope that clears things up. It's balancing keeping things technically simple with performance.
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 :-)
buzzybee is offline  
Old 15 February 2019, 12:40   #692
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by buzzybee View Post
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 :-)
Yep, I can share your hate for it, it blew my mind getting the colours right, I was on it for days too working out the binary for it. It's one of those things that logically everything should be right but when I coded it I was doubting my logic. Pleased I stayed away from that way of doing it really.

PS. Your game looks top notch, can't wait to see it in action.
mcgeezer is offline  
Old 15 February 2019, 12:52   #693
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
Quote:
Originally Posted by mcgeezer View Post
Yep, I can share your hate for it, it blew my mind getting the colours right, I was on it for days too working out the binary for it. It's one of those things that logically everything should be right but when I coded it I was doubting my logic. Pleased I stayed away from that way of doing it really.
I had to go that path, because it enables visual fx otherwise unthinkable on the Amiga. Fog, for example. So, in the end, is was worth the effort. Kind of.

Quote:
Originally Posted by mcgeezer View Post
PS. Your game looks top notch, can't wait to see it in action.
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!
buzzybee is offline  
Old 15 February 2019, 22:51   #694
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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
mcgeezer is offline  
Old 15 February 2019, 23:07   #695
Foul
Registered User
 
Foul's Avatar
 
Join Date: Jun 2009
Location: Perigueux/France
Age: 49
Posts: 1,516
Send a message via ICQ to Foul Send a message via MSN to Foul
whoooo !!!! it sounds exactly like the arcade !!! almost perfect !

Very very very good work !!!
Foul is offline  
Old 15 February 2019, 23:13   #696
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by Foul View Post
whoooo !!!! it sounds exactly like the arcade !!! almost perfect !

Very very very good work !!!
There's no almost about it...

It is the arcade music.... coming through an Amiga.

Incredible.
mcgeezer is offline  
Old 15 February 2019, 23:31   #697
Reido
Registered User
 
Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 403
Yep spot on, amazing work!
Reido is offline  
Old 16 February 2019, 14:37   #698
VincentGR
Registered User
 
VincentGR's Avatar
 
Join Date: Dec 2012
Location: Greece
Posts: 291
Who needs FM
VincentGR is offline  
Old 16 February 2019, 15:33   #699
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,207
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.
jotd is offline  
Old 16 February 2019, 15:58   #700
Solo Kazuki
Registered User
 
Solo Kazuki's Avatar
 
Join Date: Sep 2004
Location: Poland
Posts: 1,302
Remember that there will be cooper sky effect not present even on arcade
Solo Kazuki 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
Entry: Rygar AGA Edition mcgeezer Coders. Entries 75 28 February 2019 20:41
On the Ball - World Cup Edition AGA djcasey request.Old Rare Games 4 25 January 2013 12:39
On The Ball League Edition AGA , Player Manager 2 StarEye Games images which need to be WHDified 11 22 January 2010 18:21
The Vague #1 AGA-RTG edition is released ! kas1e Amiga scene 12 30 October 2007 00:27
On The Ball: World Cup Edition AGA CodyJarrett request.Old Rare Games 11 27 May 2003 06:14

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 21:32.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.12319 seconds with 14 queries