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Old 24 August 2020, 22:36   #121
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Of course you can, as long as you don't actually expect anyone to react on these wishes
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Old 25 August 2020, 07:08   #122
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Old 25 August 2020, 12:31   #123
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I love threads like this. It can do with a little less miscommunication, but in the end there is usually a tangible result like this:

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Originally Posted by nobody View Post
ok it would look like this


You get so much creativity already without having to actually build a physical game around it. That's what threads such as this are good for; combined brainpower. Ideas, designs, restrictions, workarounds for those restrictions. Things you can achieve in the normal timeframe of every day life, something that building a game really does not allow for.

Keep it up folks, these threads make my day. And who knows, maybe for every one out of a hundred threads someone gets inspired enough to give it a try. That's good enough for me.
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Old 25 August 2020, 12:34   #124
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I must admit that the 3-colour bubble example actually looks very nice. I mean, it doesn't look like the arcade, but it's certainly nice to look at
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Old 25 August 2020, 15:00   #125
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Then you're making Wizard's Castle.
Don't you mean Agony?
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Old 26 August 2020, 12:17   #126
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Don't you mean Agony?
Nah, I have respect for that game even though it is not as fun as it should be.
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Old 26 August 2020, 23:48   #127
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That mock up looks great. Would it be quicker doing the frame and background in hardware sprites so the background doesn't need to be preserved when the balls move?
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Old 27 August 2020, 08:19   #128
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That mock up looks great. Would it be quicker doing the frame and background in hardware sprites so the background doesn't need to be preserved when the balls move?
If you could get the background to 128px width, that would actually be an interesting idea...
(measured it, it's 130px wide.. damn it... )

But, I don't know about the 3 colour per marble version.

That 32 colour reduction posted two pages earlier looks quite fine to me.



Why not going that route?
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Old 27 August 2020, 09:57   #129
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It certainly looks nicer but with 32 colours framerate is going to be an issue. I understand that 25/17FPS may be feasible but it's still a very busy game from time to time and 32 colours means losing quite a bit of Blitter oomph over 16 colours.

Yeah, like I said earlier - I've been reconsidering how "easy" this game is. It seems to be quite deceptive in terms of what tech it'd need and can get really busy.
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Old 27 August 2020, 10:27   #130
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It certainly looks nicer but with 32 colours framerate is going to be an issue. I understand that 25/17FPS may be feasible but it's still a very busy game from time to time and 32 colours means losing quite a bit of Blitter oomph over 16 colours.

Yeah, like I said earlier - I've been reconsidering how "easy" this game is. It seems to be quite deceptive in terms of what tech it'd need and can get really busy.
3 colours x 8 different marbles is still bigger than 16, isn't it?
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Old 27 August 2020, 10:37   #131
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Err.... Don't come to me with this crazy math stuff. What do I know!
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Old 27 August 2020, 13:53   #132
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Yeah, like I said earlier - I've been reconsidering how "easy" this game is. It seems to be quite deceptive in terms of what tech it'd need and can get really busy.
Same, it does look like a game made for AGA machines. Without the flash, you lose half the game.
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Old 27 August 2020, 14:07   #133
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There is an amiga clone (aga)

[ Show youtube player ]

And a simple gba port, nowhere near the arcade graphics

[ Show youtube player ]
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Old 27 August 2020, 14:23   #134
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Bubble Heroes does have some steep system requirements, though. Minimum requirements are AGA/020 and 4MB of fast RAM.
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Old 27 August 2020, 14:28   #135
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That's hardly steep roondar, ok it's not stock but...

For me steep is anything 68040 / 68060 and 16GB Fast RAM upwards.
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Old 27 August 2020, 14:30   #136
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That's hardly steep roondar, ok it's not stock but...

For me steep is anything 68040 / 68060 and 16GB Fast RAM upwards.
What I meant was this: compared to the idea of getting the game to run on an A500, it's pretty steep
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Old 27 August 2020, 14:30   #137
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Ah, for sure.
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Old 27 August 2020, 14:44   #138
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Just a small observation concerning blitter performance: The bubbles are 16 pixels wide (and high) and fall only in vertical direction, so for every second row they are perfectly aligned to a 16 pixel grid word boundaries in memory all the time. For those bubbles the blitt is only one word wide, where a typical 16 pixel wide bob (and those bubbles on the other rows) usually needs two words because of shifting. That means you could probably get ~1.5x the number of bobs you would typically expect at a given bit depth, a bit less due to blitter setup overhead. But then again, you can keep the shift & mask values constant...
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Old 27 August 2020, 16:05   #139
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bubble heroes gameplay looks VERY similar to Candy puzzle...
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Old 27 August 2020, 16:20   #140
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Just did a 32 color reduction for fun without thinking too much. I think there is a lot of options to use sprites for like the blue between the two silos to get a few extra colors where it might be needed
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