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Old 19 September 2019, 10:34   #1361
VincentGR
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I want to lick that AGA backgrounds, is this normal?
They look like candy, same happened way back when I saw the intro screen on Ghosts n Goblins.
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Old 19 September 2019, 13:32   #1362
ross
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So let's say that "Cola" is of female genre in IT : Ne prendi ancora un po'?
Yahh, you are ready for the RamJam course
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Old 19 September 2019, 13:39   #1363
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I might have a little play around with the contrast of the palette in the game. I’ll post some screen shots if i do here.
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Old 19 September 2019, 14:56   #1364
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I might have a little play around with the contrast of the palette in the game. I’ll post some screen shots if i do here.
Good idea, that will probably improve things
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Old 19 September 2019, 16:05   #1365
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Since the sky gradients are quite saturated, just raising the saturation of the display palette would likely even things out. As it stands, DamienD is right - the background gradients make the sprites and background tiles look slightly washed out.
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Old 19 September 2019, 19:50   #1366
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OK so here's some additional contrast shots...

The first is the arcade game from MAME...




Contrast at 10%...




Contrast at 20%...




Contrast at 30%...




Contrast at 40%...




Contrast at 50%...




Contrast at 60%...




Contrast at 70%...




Contrast at 80%...




My thoughts....

It looks better at 30 or 40%.... what do you guys think? A man has to know his limitations and I'm at mine here with this colour stuff so if anyone wants to help out then feel free.

Geezer
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Old 19 September 2019, 19:56   #1367
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20% or 30%
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Old 19 September 2019, 21:04   #1368
malko
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20% looks better.
(but 30% looks also fine)
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Old 19 September 2019, 21:29   #1369
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I say 20% tbh, from 30% on it's just too much in my eyes
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Old 19 September 2019, 22:56   #1370
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Here is it at 30% (my prerogative)...

I have to say... it looks a lot better!

[ Show youtube player ]

It's a keeper!

Geezer

Edit - Sorry I forgot to record the sound!

Last edited by mcgeezer; 19 September 2019 at 23:08.
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Old 19 September 2019, 23:13   #1371
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A small bug on the last video : when you kill the four guy on each other to get the 10.000pts bonus..when you kill the guy on floor..the other guy up are not falling..they stay in the air, until you kill them..
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Old 19 September 2019, 23:19   #1372
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A small bug on the last video : when you kill the four guy on each other to get the 10.000pts bonus..when you kill the guy on floor..the other guy up are not falling..they stay in the air, until you kill them..
yeah I know... we're gonna have to live with it.
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Old 20 September 2019, 00:56   #1373
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Looks very good actually
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Old 20 September 2019, 01:10   #1374
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Here is it at 30% (my prerogative)...

I have to say... it looks a lot better!

[ Show youtube player ]

It's a keeper!

Geezer

Edit - Sorry I forgot to record the sound!
Awesome my friend; definite improvement!!!
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Old 20 September 2019, 11:05   #1375
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yeah I know... we're gonna have to live with it.
Excellent initiative This gives warmth to the colors
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Old 27 September 2019, 00:36   #1376
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Here is it at 30% (my prerogative)...

I have to say... it looks a lot better!

[ Show youtube player ]

It's a keeper!

Geezer

Edit - Sorry I forgot to record the sound!
Hi,

I just tested a playable beta version of the game.

The work done is really impressive.

I am happy to see that good coders continue to make amiga adaptation!

I can not wait to test the final version!

Regards,
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Old 27 September 2019, 05:51   #1377
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good idea, good result.
ps: happy to read cfou!.
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Old 28 September 2019, 12:14   #1378
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I was watching a stream last night and I got into a short conversation about using hardware sprites and parallax scrolling.

One thing I never considered when making the game was setting up the background with 4 attached hardware sprites spanning 256 pixels, but instead of moving the sprites (which wouldn't work) I could blit shifted data directly into them.

So if I setup a screen buffer of 80 bytes wide by 180 pixels dept in 4 bitplanes, as scrolling moves horizontally I blit a tile per frame into the border, I could then copy the screen into the hardware sprites using 4 straight A->D blits.

There's some pro's and con's to this approach, in AGA I would get a 16 colour background but also be able to run a 256 colour foreground. Sure, cookie cutting into 8 bitplanes would be a stretch but I think for a less busy game than Rygar it could work really well.

Would this approach work?

I might try it.
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Old 28 September 2019, 12:37   #1379
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So if I setup a screen buffer of 80 bytes wide by 180 pixels dept in 4 bitplanes, as scrolling moves horizontally I blit a tile per frame into the border, I could then copy the screen into the hardware sprites using 4 straight A->D blits.

And I've also used this technique in the past

However, remember how the sprites are structured in memory (horizontally interspersed bitplanes).
But blitter modulo is your friend.
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Old 28 September 2019, 12:42   #1380
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And I've also used this technique in the past

However, remember how the sprites are structured in memory (horizontally interspersed bitplanes).
But blitter modulo is your friend.
Yep, I'd considered the sprite structure so would need to work with that. But in theory this could work. A 256 colour game, with a 15 colour background parallax.

Does anyone know if the technique has been used previously in an actual AGA game though?
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