English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 24 October 2016, 20:22   #21
Lazycow
Registered User
Lazycow's Avatar
 
Join Date: Oct 2014
Location: Germany
Posts: 147
Promising, except that dither in the background graphics.
But hey, concentrate on one project!
Lazycow is offline  
AdSense AdSense  
Old 24 October 2016, 21:10   #22
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Quote:
Originally Posted by Lazycow View Post
Promising, except that dither in the background graphics.
But hey, concentrate on one project!
Will replace that background graphics anyway, because at the moment I am using 32 colours, and I want to reduce that to 16.
Steril707 is offline  
Old 31 October 2016, 14:56   #23
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Small update (since nothing new and fancy can be shown at this point)....

Still working on my BOB engine, having some problems with coordinates and blitting into a scrolling screen.

Hopefully I will resolve this today...

I guess after that I can finally move into building a proper first level with enemies, usw.
Steril707 is offline  
Old 06 November 2016, 15:20   #24
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Simple timer based scripting engine added..

[ Show youtube player ]

You can see it in action here, stopping and restarting the scrolling...
Steril707 is offline  
Old 06 November 2016, 17:24   #25
Lazycow
Registered User
Lazycow's Avatar
 
Join Date: Oct 2014
Location: Germany
Posts: 147
What's this at then end? Workbench-2 with kickstart-1 blue-orange color scheme? Uh oh...
Lazycow is offline  
Old 06 November 2016, 17:58   #26
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Quote:
Originally Posted by Lazycow View Post
What's this at then end? Workbench-2 with kickstart-1 blue-orange color scheme? Uh oh...
Please don't mention it...
Steril707 is offline  
Old 08 November 2016, 12:11   #27
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Scripted moving animated enemies now included.
Attached Thumbnails
Click image for larger version

Name:	inviyya.png
Views:	167
Size:	125.0 KB
ID:	50765  
Steril707 is offline  
Old 08 November 2016, 12:14   #28
Amigajay
醉拳
Amigajay's Avatar
 
Join Date: Jan 2010
Location: UK
Posts: 1,497
Good stuff! Do you intend to release it as a full game, or is it more a tech demo to you atm?
Amigajay is offline  
Old 08 November 2016, 12:59   #29
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Good question. I don't really know, to be honest.

I guess in the end it's all about staying motivated to go on. At the moment it's still a lot of fun, since the original Amiga chipset has a lot of little things that keeps trying out stuff interesting.

My goal is, to have at least one playable level with a boss fight at the end.

Still a long way to that, though...
Steril707 is offline  
Old 08 November 2016, 13:33   #30
Amigajay
醉拳
Amigajay's Avatar
 
Join Date: Jan 2010
Location: UK
Posts: 1,497
Quote:
Originally Posted by Steril707 View Post
Good question. I don't really know, to be honest.

I guess in the end it's all about staying motivated to go on. At the moment it's still a lot of fun, since the original Amiga chipset has a lot of little things that keeps trying out stuff interesting.

My goal is, to have at least one playable level with a boss fight at the end.

Still a long way to that, though...
True, motivation is key in any project! I guess the biggest motivation for me is getting things to work and seeing it running, plus the guys on here of course.
Some people myself included have a few projects on the go at once, you can burn yourself out and end up hating something if you work on one project for too long, others can do it without issue though, as you say as long as the fun is there its not a problem.

Once things get to a playable stage post the demo on here and we're help and give feedback where possible
Amigajay is offline  
Old 08 November 2016, 13:59   #31
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Quote:
Originally Posted by Amigajay View Post
Some people myself included have a few projects on the go at once, you can burn yourself out and end up hating something if you work on one project for too long
Yeah, that's what I do as well with the Kung-Fu game on the side. If I feel i had to much of SHMUP coding, i just go on a bit with that, drawing or coding something for the other game.
That helps..

Thanks for you helping words...
Steril707 is offline  
Old 28 November 2016, 12:06   #32
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
[ Show youtube player ]

Small update. Implemented a double buffer, so I can finally use my BOBs everywhere on the screen.

Plus I can now have BOBs that are using 4 additional colours instead of only 7 using a small trick... (not mixing though. So these are not BOBs made of 11 colours, but either 4 colours of one plaette or 7 of the other.)

Last edited by Steril707; 28 November 2016 at 19:28.
Steril707 is offline  
Old 28 November 2016, 13:20   #33
Lazycow
Registered User
Lazycow's Avatar
 
Join Date: Oct 2014
Location: Germany
Posts: 147
Where do the additional 4 colors come from? From the back-playfield?
Sounds nice initionally, but usually you want to have dark colors in the background and bright colors for the moving objects, so I suppose it might not help much...
Lazycow is offline  
Old 28 November 2016, 19:20   #34
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Yep, back playfield.

I use four colours for the scrolling parallax plane and four colours for BOBs, and these BOB colours can be freely assigned. So these background BOBs colours can be as as bright and colourful as you want (in my video the blue shaded Bobs are background BOBs. Have a look at the attachment with the screenshot. You can see it more clear there).

At the moment I just set a flag in my BOB struct, and then the BOB is automatically assigned to the background or foreground, using the same position coordinates (either the BOB data or the background colour palette needs to be adjusted, though, so it doesn't look too garish).

Very comfortable and makes for much more colourful dual playfield games (which I want to concentrate on a bit in the future)
Attached Thumbnails
Click image for larger version

Name:	Bildschirmfoto 2016-11-28 um 10.11.47.png
Views:	218
Size:	175.4 KB
ID:	51073  

Last edited by Steril707; 28 November 2016 at 19:46.
Steril707 is offline  
Old 28 November 2016, 20:07   #35
Lazycow
Registered User
Lazycow's Avatar
 
Join Date: Oct 2014
Location: Germany
Posts: 147
Ah, ok, if you reserve some colors then this might work better.
But as usual, there's a drawback: 7+8 color dual playfield mode uses the whole DMA bandwidth and the CPU will sleep. With 4+7 color dual playfield mode, you would have more CPU time left. But if your code is fast enough, then why not...
Lazycow is offline  
Old 28 November 2016, 22:24   #36
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Quote:
Originally Posted by Lazycow View Post
But if your code is fast enough, then why not...
Exactly.
Steril707 is offline  
Old 29 November 2016, 15:59   #37
KONEY
Vampire 2 Amiga Musician

KONEY's Avatar
 
Join Date: Jan 2009
Location: Venice - Italy
Posts: 295
Send a message via Skype™ to KONEY
nice project and nice graphics! Can you provide us with a demo so we can start and enjoy it on real hardware instead of cold youtube videos? please
KONEY is offline  
Old 29 November 2016, 16:33   #38
Neil79
Registered User
Neil79's Avatar
 
Join Date: Jul 2012
Location: Kent
Age: 38
Posts: 2,497
Neil79 is offline  
Old 30 November 2016, 09:18   #39
Steril707
OCS rocks!

 
Join Date: Sep 2016
Location: Munich/Germany
Posts: 215
Quote:
Originally Posted by KONEY View Post
nice project and nice graphics! Can you provide us with a demo so we can start and enjoy it on real hardware instead of cold youtube videos? please
Will try to get something together soon that I can upload...
Steril707 is offline  
Old 30 November 2016, 15:13   #40
KONEY
Vampire 2 Amiga Musician

KONEY's Avatar
 
Join Date: Jan 2009
Location: Venice - Italy
Posts: 295
Send a message via Skype™ to KONEY
you're the man
KONEY is offline  
AdSense AdSense  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
AlarCity: Development Thread Tsak Amiga scene 194 23 October 2017 13:34
[Found: Blaster] Looking for an odd top down space shooter er1k Looking for a game name ? 51 02 May 2016 12:49
Tales of Gorluth - Development Thread viddi project.Amiga Game Factory 156 17 September 2013 20:52
Name of 2D Space-Shooter [FOUND: DATASTORM] KarlHeiz Looking for a game name ? 4 30 April 2013 11:29
[Found: Battle of the Solar System] Space Shooter, Mouse, Horizontal... skell Looking for a game name ? 6 28 June 2008 17:54

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 02:12.


Powered by vBulletin® Version 3.8.8 Beta 1
Copyright ©2000 - 2017, vBulletin Solutions, Inc.
Page generated in 0.25434 seconds with 13 queries