24 August 2020, 22:36 | #121 |
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25 August 2020, 07:08 | #122 |
Inviyya Dude!
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(love you guys )
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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:
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. |
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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25 August 2020, 15:00 | #125 |
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26 August 2020, 12:17 | #126 |
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26 August 2020, 23:48 | #127 |
Gets there in the end...
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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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27 August 2020, 08:19 | #128 | |
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Quote:
(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? Last edited by Tigerskunk; 27 August 2020 at 09:44. |
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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. |
27 August 2020, 10:27 | #130 | |
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Quote:
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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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27 August 2020, 13:53 | #132 |
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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 ] |
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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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. |
27 August 2020, 14:30 | #136 |
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27 August 2020, 14:30 | #137 |
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Ah, for sure.
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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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27 August 2020, 16:05 | #139 |
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bubble heroes gameplay looks VERY similar to Candy puzzle...
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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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