05 December 2019, 17:20 | #521 |
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Excellent - keep it up, and show us the progress as it happens - how long it takes doesn't matter. Just have fun with the project - it's guaranteed that you'll learn loads in the process, whatever the outcome.
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05 December 2019, 17:33 | #522 |
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05 December 2019, 20:07 | #523 |
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Off topic posts removed sandruzzo and saimon69.
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05 December 2019, 20:14 | #524 |
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06 December 2019, 10:21 | #525 |
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I've set base project which is like this: I have main directory called Metal Slug with inside sub dir:
-MetalSlug | - InGame | - Menu - InGame |- Gfx |- Sounds - Gfx | -Levels | -Maps |- Enemies |- Player - Sounds | -Musics | -Sfx Menu directory is more ore less like Ingame, Into MetalSlug, I've sources and exe. It needs a little bit of polish, but more or less, is good. upload photos |
06 December 2019, 10:44 | #526 |
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Screen Area will be 256*192, but actual size is bigger: I need to add 32 pixel for scrolling, plus 32 for guard band clipping, and More size in Y direction to be able to move into y direction, not totally free like turrican, but with a good range of motion.
This will be for 2 buffer, third will be less big, since I don't need Guard band clipping. |
06 December 2019, 11:13 | #527 |
Lemon. / Core Design
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I think Metal Slug should definitely be achievable on Amiga, with that directory structure
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06 December 2019, 14:05 | #528 |
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Speaking about code, I'll work around scrolling first, and I want try to drive blitter with copper in order to free cpu as much as possible. To optimize registers' setup, I can skip some of them by arranging tiles' sheet.
If I use one file for each tile, I can avoid, after first blitting, the others' source register setup, since blitter will point exactly a the start of the next tiles' bitplane. Or, if I did the math well, keep all the tiles into one sheet and, first blit all the tiles plane by plane, since destination register, at the end of each blit, should point exactly , a the start of the next screen tiles' position. I hope it's clear. |
08 December 2019, 00:21 | #529 |
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Metal Slug will work at 25fps
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08 December 2019, 00:33 | #530 |
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Yeah, in a 160x100 programmed image size.
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08 December 2019, 05:35 | #531 |
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@DanScott Try to push 50hz, or mix between 50hz (scrolling) and 25hz (enemies out of focus).
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08 December 2019, 09:37 | #532 | |
Inviyya Dude!
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Quote:
Just did a quick conversion, and this is the game in 32 colours. If you deduct the blended colors for the HUD, and do that with some copper shit, you'd even be more colourful than that. I'd skip the sprite parallax, though. You'll slow the game down too much with that and almost certainly have to go 25 fps, if not lower. Last edited by Tigerskunk; 08 December 2019 at 09:46. |
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08 December 2019, 09:40 | #533 |
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@Steril707
That's why I'm gonna do some test. So far, working on allmost "8 way limited" scrolling, with triple buffer. Each tile will be 16*24, in order to lower cpu and blitter usage. 16*32 would be even better, but we could lost a lor of memory to build tiles' map. In the middle there is balance... |
08 December 2019, 09:42 | #534 |
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08 December 2019, 09:44 | #535 |
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Like I said before, I can "only" set in place games' engine, since in order to do the whole game, we still need a good solid Game Design, Build Around Amiga.
Let's see were we can go.. |
08 December 2019, 11:23 | #536 | ||
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I thought you guys wanted the original, not the GBA version which is not even worthy of being the original's shadow.
Quote:
So it's more like 8+19 or 22 depending on whether you want to combine hardware sprites to make a 32 pixel wide sprite of 15 colors. Quote:
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08 December 2019, 14:06 | #537 |
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@LongLifeA1200
I think we need to do a Game Like MS but not a strick port. I've switched to 32 full colors so, we'll be easier to do a good Gfx. |
09 December 2019, 20:17 | #538 |
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11 December 2019, 11:15 | #539 |
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Left and right scrolling on place. I have to polish some stuffs and then up and down scroll. Remember I'm working on game engine, no the actual Game..
image share |
11 December 2019, 13:32 | #540 |
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Why set yourself up to fail like this ?
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