19 December 2010, 20:29 | #21 | |
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19 December 2010, 21:25 | #22 |
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I'd say go for something that an ECS machine couldn't handle - if you want to sell it
You could use two versions; one with nice video effects for 2d/3d accelerated machines, and you can still fall back to plain or simple effects on Amiga. |
19 December 2010, 22:02 | #23 |
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I vote for a Cabal clone,I love the arcade version but not the Amiga version.
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19 December 2010, 22:24 | #24 | |
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What I do know about programming on these devices, is theres MILLIONS of competition, so i'd rather not waste initial setup time developing some super killer system if the games simply aren't up to being bought. Check out the initial enthusiasm for the games, if they prove to be commercially successful, then progress to improving beyond what a normal ECS Amiga could be expected to do, or at the very least, work around some of the limitations of the hardware. |
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19 December 2010, 23:27 | #25 |
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Seems like you're onto an excellent idea here. Why develop a retro game for current gen platforms when you can develop it for the retro platform directly and emulate on current gen platforms? I wish I could, its probably a lot more fun to do!
Its also quite "easy" to do such games in high level abstracted platforms such as Java or .NET, but that would make it either very difficult or even impossible to get those games to function on other devices such as Apple devices and the like. Emulators are generally available for more platforms than the Java or .NET runtimes. And if you want to make a buck nowadays, you want to target as many platforms as you can :/ |
19 December 2010, 23:29 | #26 |
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@IFW
Look at the games released for phones...Angry Birds for example: No special video effects, cute but not really great graphics, and still really successful. Now look at games like Lionheart, Turrican 2/3, Apidya...IMO ECS restriction are more than enough for creating good games for phones (graphics and sound wise) You don't need games with overwhelming graphics and effects to be successful on mobile platforms. Angry Birds and IREM's release of R-Type prove that case for me. I like galahad's idea, so let's try to not make the project too difficult before it has even started . |
19 December 2010, 23:37 | #27 |
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The amiga mouse does not translate well to touchscreen in the emulators I have used.
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19 December 2010, 23:44 | #28 |
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20 December 2010, 00:14 | #29 |
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@Galahad: It wouldn't be hard to give you an emulator, which does what you require, mine has no real GUI ATM anyway, all It needs is a cfg file.
I also wonder if you can put copy protection in it which makes it require the emulator, so if someone does rip it, it wont work I think it is a brilliant idea too. |
20 December 2010, 00:21 | #30 |
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This is a very clever idea. The amiga emu as a VM is a lot smarter than you think insofar as games/entertainment development.
Now that the KS replacement project is well on its way, you can rest easy regarding amiga IP insofar as booting/emulation. You should seriously consider developing a business plan and taking this bigger than a few games in your spare time. I really think this is a brilliant idea that could be VERY lucrative on top of iOS and xbox live, which both now have active development insofar as an amiga emu. XBOX is particularly interesting! There are over 30 million XBOX subscirbers; just 1% of that market means a lot of money. |
20 December 2010, 00:54 | #31 |
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Convince this guy:
http://toucharcade.com/2010/12/09/ex...em-with-video/ |
20 December 2010, 01:03 | #32 |
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LOLz @ thumbs covering half of the action
Just me 2 cents of course |
20 December 2010, 01:04 | #33 |
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I know, it's tremendously stupid. But that's an iPhone flaw. What can you do?
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20 December 2010, 01:09 | #34 |
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Maybe this : http://eab.abime.net/showthread.php?p=722490#post722490
Dunno if it'll be available for the 4 as well. |
20 December 2010, 02:02 | #35 |
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Not bad! I didn't know about that.
Surely is a must. But most people won't have it. |
20 December 2010, 02:03 | #36 |
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How is RTG support on mobile versions of UAE? It might prove useful for these kind of projects, as it would provide 2D graphics beyond the "classic" Amiga chipset.
Another thing might make this more feasible on mobile devices, if anyone has the time to write one: An Amiga-compatible 680x0-to-ARM JIT compiler, integrated with an ARM build of UAE. Also, for basic A500 emulation on slower mobile devices, let's hope someone picks up the C rewrite of Fellow. There's just the CPU emulation to go. (Fellow's custom chipset emulation was already rewritten in cross-platform C, and still greatly outperforms UAE's, albeit with less compatibility.) Last edited by Mequa; 20 December 2010 at 02:11. |
20 December 2010, 09:27 | #37 |
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20 December 2010, 11:58 | #38 |
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20 December 2010, 12:04 | #39 |
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@galahad , if you target at real amiga's and make an extended version of the game for the souped up amiga's and emulator...then you have a wider audience
but for a game choose a genre that appeals to most amiga freaks.. |
20 December 2010, 12:30 | #40 | |
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Iphone/Android/Ipad would be first, with Amiga to follow. |
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