23 January 2018, 20:03 | #61 | ||
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23 January 2018, 20:09 | #62 | |
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23 January 2018, 22:20 | #63 | |
Ex nihilo nihil
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I can add that even with a single sheet of paper and a pen (result in black & white) it's possible to draw something great if you are talented enough (I'm not so continue practising ). (the original picture is too big, I have downsized it (original here) - the image has been drawn by Tsukaja Hojo). Last edited by malko; 20 December 2021 at 15:17. |
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23 January 2018, 22:30 | #64 | |
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I didn't say the Atari was better, but when you're talking about two separate pieces of hardware that utilise hardware scrolling and sprites, and are designed for CRT TVs and thus use vertical blank interrupts, then they'd be EQUAL.
I am simply calling the guy out for his saying the C64 was better at gaming performance, when they're really very much the same. The scrolling and sprites are more finer and versatile, that's all. Quote:
Fair enough about "many games". Last edited by Foebane; 23 January 2018 at 22:40. |
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23 January 2018, 22:49 | #65 |
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23 January 2018, 23:06 | #66 |
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http://c64pixels.com/main.php?g2_vie.../%20Multicolor
Non Interlace Multi-Color Mode (the ones they usually used for C64 title pics). And if you check how brilliant Sam's Journey looks ingame then you would really need an outstanding artist to draw something that pushes the Amiga to its limit too. Would love to see it though one day, for Amiga homebrew games. [ Show youtube player ] Last edited by Retro-Nerd; 23 January 2018 at 23:14. |
24 January 2018, 00:38 | #67 | ||
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From time to time, I like browsing some sites also (among others: this one (colour cycling) or this one) . Quote:
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24 January 2018, 00:55 | #68 |
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It took more than 3 years (on/off) to complete Sam's Journey. Except Wayne and Magnus (Scourge of the Underkind) there is probably nobody willing to sacrifice that amount of spare time. Understandable.
Yes, Knights of Bytes are more than the typical homebrew coder. They just wanted to create the beste possible C64 platformer ever, 8-15 hours of pure gameplay. |
24 January 2018, 01:10 | #69 | |
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For people that don't know, check out here That's only half the story when creating games though; you know that my friend. ...but there are various other members doing their absolute best
Exciting times for our beloved Amiga |
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24 January 2018, 01:15 | #70 | |
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Last edited by Retro-Nerd; 24 January 2018 at 01:35. |
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24 January 2018, 01:16 | #71 | |
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Naturally... You can't teach creativity; some are born with it / others not |
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24 January 2018, 01:27 | #72 |
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We also have Koyot1222 that has a special talent for pixel art - and that said by me that i did art school and have also a past of graphic artist is a full endorsement
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24 January 2018, 01:37 | #73 |
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Yup, going off memory above... many others I've forgotten, sorry
Point is; the last 2 years have been pretty damn good for the Amiga scene!!! |
24 January 2018, 07:14 | #74 |
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I wonder if some Amiga developers wrote little programs to create their graphics, to make them look better and speed up the development time?
I developed the game Brainbow, and I used my programming abilities not only to write the game code itself but to process the graphics for the play area, as shown here: [ Show youtube player ] I used AMOS back then, and even being BASIC, it still wasn't easy sometimes, but I was also writing fractal landscape routines at the time, and I got bump-mapping and shading down pat, at least in the sense of making a surface appear to be lit in one direction and to give a 3D look. I was even able to use EHB to implement shadows over the hills and mountains. Sadly I don't have those programs anymore, but I did write similar stuff for the PC. I hope to share it sometime. Anyway, if I recall correctly, I drew the rudimentary graphics for the play area in DPaint, then wrote the routine to simply apply the bump-mapping over that image, and even add the right colours wherever they were needed, based on the colour of the original pixels. I think the results worked quite well, even if my parents weren't initially convinced I'd done it all. Oh well, that's the life of a bedroom coder, I guess. |
24 January 2018, 09:45 | #75 |
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I think you misunderstood my point. I was contradicting the generalised point that the C64 was a far better games machine than the Atari. Having used both machines extensively (real hardware, and not just seeing one at a friend's house) it's easy for me to see that the differences are less clear cut. Both machines have their advantages and limitations, and different games deal with these in different ways, resulting in many games playing better on one or the other, and many games looking better on one or the other.
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24 January 2018, 18:52 | #76 |
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I DO apologise, Daedalus, I misread the rest of your post previously.
(I really must stop jumping down people's throats) |
24 January 2018, 19:43 | #77 |
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07 February 2018, 14:45 | #78 |
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I never saw an accelerator before until my father bought a blizzard back in the day... And to be honest I've not been too interested.
I was too young, was writing music with OctaMED and was a games player on a stock A500+. I think if I were to get one today it would have to be an 060, anything below wouldn't make sense and I'm not interested. The 8Mb fast ram seemed perfect on the TF328, fitted budget and allowed me to offload all my games from my unreliable floppies (thanks wepl/WHDLoad & Plasmab/TF328) and enjoy the Amiga a bit more. If I had enough to buy an 030 or 040 I think I'd hold on a bit more and wait for the big one. I know for a fact that I'd get frustrated if I saw demos not running right or games not playing well & then I'd love to see MagiC64 playing full speed... which to be honest would justify holding off buying anything less. I'm still holding out |
07 February 2018, 15:27 | #79 | |
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Quote:
Last edited by Tigerskunk; 07 February 2018 at 15:42. |
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07 February 2018, 16:05 | #80 |
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Yes you need some kind of commercial life, example 1.000 copies for a good game. Meaning really good. Not turrican 2 but good.
40.000$ is a good motive. |
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