06 February 2021, 19:02 | #381 | |
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Tastes differ and I honestly liked it back in the day. Oh, and rules are made to be broken anyway. |
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06 February 2021, 19:32 | #382 | |
Going nowhere
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Pretty much everyone agreed back in the day it really was a great looking game, well programmed and utilising the Amiga to the fullest on OCS/ECS. But everyone also remembers the game mechanics let it down. I didn't mind the coin collecting and all that stuff, but the floaty characters just didn't do it for me. I personally feel it would have been better received to be more traditional in how it played. Shadow Fighter for me got everything right. |
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06 February 2021, 19:36 | #383 |
Lemon. / Core Design
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Yeah, I was looking at that last night.. great use of dual playfield, with the graphics and background designs made to work perfectly with the method... that level on the girders with the sprite chains etc, looks lovely!
Also, they do the scroll at 50fps (that's the cheap part) but the characters are running at 25fps, and it gets away with that nicely! |
06 February 2021, 19:58 | #384 | |
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06 February 2021, 20:15 | #385 | |
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And yeah, Shadow fighter was pretty impressive! Back on topic, funny how we could fulfill our long lost dream of a proper SF2 clone on Amiga not only on AGA, but OCS as well! Good times! Last edited by skan; 07 February 2021 at 10:38. |
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07 February 2021, 01:21 | #386 |
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Put together simple Blitz basic demo using the concept of dual playfields and AGA 64 pixel sprite. Thanks to Master for the background, used SNES sprites but not optimised palette so Chunli just uses Ken's palette and sprites don't match the background. Could use some properly sorted graphics but quite pleased with the effect.
https://eab.abime.net/zone/Streetfigher2test.adf Last edited by Havie; 07 February 2021 at 01:37. |
07 February 2021, 01:40 | #387 |
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cool!
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07 February 2021, 02:29 | #388 |
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Besides Elfmania and Shadow Fighter there was another well coded Beat 'em up for the Amiga: Fightin' Spirit.
ECS version [ Show youtube player ] AGA version [ Show youtube player ] It was an Italian production, like Shadow Fighter. |
07 February 2021, 02:42 | #389 | |
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I always preferred Fightin Spirit the only thing was the matches seem to be over very quick. |
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07 February 2021, 04:32 | #390 |
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how many colours is Fightin Spirit? OCS nice big characters good playability and backgrounds good selection of moves and iirc a Turbo mode and presumably there Bobs not sprites.
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07 February 2021, 07:29 | #391 |
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Well, listing Amiga titles, there's also Body Blows from Team 17.
[ Show youtube player ] And Brutal Paws of Fury (I really love this one). [ Show youtube player ] -------------- And, as with Fightin' Spirit, they both have locked Bg's (non parallaxed (and I personally don't mind)). But Shadow Fighter seems to do all kinds of Parallax as Street Fighter 2 on Arcade. |
07 February 2021, 10:41 | #392 |
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@Retro1234
I think Fighting Spirit is either 32 or 64(EHB) colours. I can't see much difference between the ECS and AGA versions tbh, only minor stuff, like bg anims. Very nice indeed and the pixel art is fantastic while keeping 50 fps for the ECS version as well, but Shadow Fighter is still the better game imo (gameplay-wise) and I love the parallax effects too. Btw you've posted the CD32 video instead of ECS, here's one: [ Show youtube player ] Last edited by vulture; 07 February 2021 at 10:51. |
07 February 2021, 11:58 | #393 |
Lemon. / Core Design
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ECS version is definitey less colourful. Probably 32 colours maximum. Still quite impressive althrough can't tell frame rate from that video
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07 February 2021, 12:30 | #394 |
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@DanScott
iirc I had checked both versions (AGA and ECS) with WinUAE and they were both full (scrolling and sprites) 50 fps games |
07 February 2021, 13:38 | #395 | ||
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The problem is that the automatic process can't actually understand what "looks good". Even if you tell it to use a certain palette, it'll just try to match colors with the closest possible replacement, based on RGB values. I think that the conversion tools in Photoshop and XnView are meant mainly for high resolution photgraphs, which they can actually convert really well to 16 colors and even 8 colors, because they can use automatic dithering algorithms, that can produce really good results in high res images. But for low res pixel art, they're usually in trouble. When I was doing my conversion, in the beginning I actually used the automatic converter process of XnView a lot, with many different settings, to get the general idea of how it could look, and what characters suffered the most in the conversion, and so on. And then, I took the characters one by one, and used GIMP to do the color swapping, one color at a time. The SNES characters have a 16 color palette (just like the arcade), and at this point I had my own 16 color "mega palette" ready. So all I needed to do was to pick the colors manually and tell GIMP to swap them one by one. Quote:
The full set of characters can be seen in the first post of this thread: https://eab.abime.net/showthread.php?t=96990 I'm not claiming that this is the perfect palette, but in my opinion it works quite well. |
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07 February 2021, 14:21 | #396 |
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HI Master - is there anywhere I can download your Ryu and Zangief sprite sheets to plug into my demo?
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07 February 2021, 14:30 | #397 | |
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Blanka for me.
It just looses so easily that green tint he have, and becomes sort of monochromatic yellowish Blanka. And Yokozuna sun highlights on the body... it's so tricky making it good with 8 colors. Quote:
That Chinese fighter (don't know his name) looks even much better then Snes version. The small issue I see here is lack of green in the palette, and Blanka and Guile suffer most of that. Ryu also should be less magenta and more white. Since you have 2 magentas in your palette, I wonder if one can be swapped for green, so Guile and Blanka make use of it (and other characters). But as you said, it's a lot of work, and these are minor things, and sprites already looks amazing... and mine looks waaaaaaay worse. Oh and btw, you converted the super street fighter 2... original street fighter 2 had less characters, so probably palette could use of the fact not being screeched on so many characters. Cheers! |
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07 February 2021, 14:52 | #398 | |
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When converting down to 15 colours, you might be able to slip a couple of greens in there... but you'll definitely need to be on point with your hand-dithering to get the best results Last edited by DanScott; 07 February 2021 at 15:07. |
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07 February 2021, 17:38 | #399 |
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Updated my demo especially for Dan! You can now choose between two backgrounds by pressing 1 or 2.
Graphics have just been converted in PP so not great but you can see that Blitz is looking capable of doing this. https://eab.abime.net/zone/Streetfigher2test.adf [IMG] moustache[/IMG] |
07 February 2021, 17:54 | #400 |
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I'm not going anywhere near AGA I don't consider it as much of a challenge, given the wide sprites and the 2 x 16 colour playfields.
The video that this thread was started with, shows (in my opinion) the real way to go However personally, I don't believe hardware sprites are the way to go for characters. The dahlsim "problem" on it's own is just one reason to avoid that!! Even though you get your own palette offset for hardware sprites, I think for attached 16 colour sprites, they all have to come from the same bank of 16, so there's no way to pick a seperate palette for each fighters Last edited by DanScott; 07 February 2021 at 18:31. |
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