|
View Poll Results: What is the preferred format for a new amiga game? | |||
A500 | 41 | 38.68% | |
A1200 | 65 | 61.32% | |
Voters: 106. You may not vote on this poll |
|
Thread Tools |
15 March 2016, 21:11 | #61 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
Standard OCS/ECS 1mb ram. Even though I do have 2mb ram, I think you should aim for 1mb
Also, there are many genres that haven't been done properly on the ECS systems.... except by Mega Typhoon which is nice but too short and without music and buttfuck ugly - there's no good vertical arcade shmup on Amiga - something akin to stuff like Raiden or Truxton. And Mega Typhoon actually proves the Amiga could go for something more hectic than those games. Also, beat'em ups. The amiga doesn't have one single *good* scrolling beat'em up on its entire library - and it could be done... something like Streets of Rage or Captain Commando. Or even something like Mighty Final Fight from NES. A good turn-based RPG game, like Shining Force or Ogre Battle - even though this kind of stuff probably would be too much of work for a side-project, even for a pro like Dan. |
16 March 2016, 08:55 | #62 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
|
16 March 2016, 09:35 | #63 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,883
|
|
16 March 2016, 12:55 | #64 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,438
|
Actually Hybris and Battle Squadron shows a good arcade quality on the Amiga. So, a vertical shmup then? Then you should really go for AGA or you reach the limit very fast if you plan a fast shmup with tons of sprites/animations/enemies.
|
16 March 2016, 14:29 | #65 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,946
|
Probably not relevant in this particular case since the aim is one of the unexpanded "small Amigas" but it would be cool and just maybe a bit innovative if someone would do a vertical shmup using a simplified 3d engine / hybrid and use polygonal object instead o sprites to overcome the limits of sprite sizes and numbers..
|
16 March 2016, 14:35 | #66 | |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,645
|
Quote:
Actually I was playing Battle Squadron last night and found it to be quite well made! As far as vertical shmups go, it's a good one. I had an idea for one but, alas, I can't code |
|
16 March 2016, 14:38 | #67 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,883
|
We need an improved SEUCK! I did start making something on the updated one for PC...then i remembered it was for PC
|
16 March 2016, 14:53 | #68 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,645
|
As all game makers, their output isn't really great unfortunately
There was this pretty awesome shmup maker on consoles though, both 2D and 3D versions. Dezaemon: http://www.hardcoregaming101.net/dezaemon/dezaemon.htm An Amiga progarm like that would be pretty awesome. |
29 March 2016, 16:34 | #69 |
Registered User
Join Date: Jan 2009
Location: Letchworth/UK
Posts: 83
|
Go for A1200 AGA. I would suggest the largest remaining user base of actual hardware is A1200 based. Additionally there are few games that really show off what AGA could do, whereas there are plenty for ECS.
|
29 March 2016, 16:43 | #70 |
CaptainM68K-SPS France
|
Frenetic is an excellent vertical shmup on Amiga...... Core Design anyone lol ?
|
17 April 2016, 06:40 | #71 |
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
|
I think you are being a bit too optimistic. The most technically advanced games on MegaDrive / SNES (extra chips notwithstanding) are out of reach of an A1200 graphically: cannot have 64/256 colors per scanline with full dual playfield and an almost screenful of moving objects all at the same time. Both consoles can do it but there would need to be large reduction in graphical fidelity for the 1200 to achieve a graphically faithful result. Same for sound. These consoles are more powerful than we usually think.
|
17 April 2016, 06:44 | #72 | |||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
|
Quote:
You are not willing to put in the efforts necessary to learn it, that is not the same as really not being able to code. Are you going to port Raiden or Truxton? I am asking because they are both on my todo list. Quote:
Quote:
Lotus II, as good as it is, has ample room to improve, something as crucial as its road drawing routine can be enormously sped up for example and I have not looked at the rest of the code yet but I am sure there are plenty of enhancement avenues. Do not forget that these kittens were under heavy schedule pressure, that necessarily leads to shortcuts and omissions. You ain't seen nothing yet. Last edited by prowler; 17 April 2016 at 21:35. Reason: Back-to-back posts merged. |
|||
17 April 2016, 11:49 | #73 | |
Registered User
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
|
Quote:
The demo version of Frenetic was one of the first games I saw for the Amiga, and I was amazed by the furious action, big graphics and the action filled music. The coverdisk demo that I had came with this Zero magazine: http://amr.abime.net/issue_390_coverdisks It's a quite interesting demo: it has a different title screen than what the actual full game had, and you're dropped straight into action to the second level (which has the brown alien graphics), with infinite lives, lots of enemies, a pumping soundtrack with threatening breathing sounds in the background and constant action. A good example of how to make a good demo of a shmup game, I was totally impressed by what I saw back then as a kid. And on the actual topic of new Amiga games, I of course voted for A500...this is the Amiga that I had back then, I say: more games to it, and if you meet the limits, just push them more. Streets of Rage, Raiden, Darius Gaiden, surely all 100% possible on a stock A500. |
|
17 April 2016, 13:12 | #74 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,946
|
Quote:
To get a talented group to make something similar today will require something truly friggin special. :-) Skickat från min HTC One via Tapatalk Last edited by prowler; 17 April 2016 at 21:38. Reason: Fixed quote. |
|
17 April 2016, 13:28 | #75 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
No but something along the lines of Truxton / Truxton 2... possibly the best coin-op shoot-em-ups ever made.. before the "bullet hell" craziness crept in...
Last edited by prowler; 17 April 2016 at 21:38. Reason: Fixed quote. |
17 April 2016, 13:59 | #76 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
|
I hope it will run on NTSC as well. The situation with screens and displays today is different than it was in the 90's, and the average Amiga user today has a flat-screen that only accepts a 60 Hz signal, and overlaying 50 Hz on that results in stuttering. I think it's worth considering.
|
18 April 2016, 11:11 | #77 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
|
I just checked truxton 2 on mame, well, I see nothing that an A1200 can't do (imho of course) or, for that matter, nothing an A500 couldn't do with a lower colour count for the foreground gfx (I suppose copper can do some magic for the backgrounds).
|
18 April 2016, 23:02 | #78 | ||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
|
Quote:
I am looking forward to playing your games! Quote:
Kittens with experience, less pressure, time to think and smell the roses will come out with better ideas than the pros have been capable of and in less time. That is just human nature. (Read "Drive" from Dan Pink (Wikipedia) for the detailed scientific explanation of how and why.) There are sometimes a lot of things moving on screen with Truxton (1 & 2) and that could make it hard for a 1200 to keep up. Remember that the machine is not capable of refreshing a full 8 bitplanes screen in real time. |
||
18 April 2016, 23:34 | #79 | |
CaptainM68K-SPS France
|
Quote:
It's doable, but it needs a very good programmer |
|
19 April 2016, 00:01 | #80 | |
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
|
Quote:
Truxton on the other hand often has way over 30% of the screen covered by just the player weapons especially with the blue laser one. You need more than a good programmer to modify 50% of an 8 bpl screen on a 1200, you need additional hardware. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
AGA Games on ECS/OCS Computers | fondpondforever | Retrogaming General Discussion | 16 | 30 July 2015 06:23 |
Mad Crash Racing for Amiga OCS/ECS/AGA | DDNI | Amiga scene | 10 | 20 February 2015 16:16 |
AGA Upgrade for ECS/OCS Games? | slowtide | project.Amiga Game Factory | 3 | 03 December 2013 20:11 |
Using an LCD/TFT display with an OCS/ECS/AGA Amiga | Photon | support.Hardware | 1 | 15 August 2009 00:28 |
ecs ocs games on aga | memothejanitor | support.Apps | 4 | 16 June 2007 04:30 |
|
|