19 June 2017, 20:16 | #21 | ||||
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
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Quote:
Quote:
Even when there is the willingness to collaborate, I made the observation over the past years that as more people a project depends on, as higher is their risk for failure. It works best with few people, who you know very good, preferably personally. Quote:
And unlike the C64 there is much more you can do with the system than writing games. On the C64 you have only the base model, which isn't usable for a lot more than games. Quote:
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19 June 2017, 21:02 | #22 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,987
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Hence why my plan is to start off small and simple, that way, all those involved will see
a quick-ish results for their efforts, and those following the progress will also feel more positive about future bigger plans. |
19 June 2017, 21:23 | #23 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
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19 June 2017, 22:07 | #24 |
Registered User
Join Date: Mar 2014
Location: Leeds
Posts: 141
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who we need is a decent are commited programmers/coders. im sick of backbone crap. there are many talented people here and im 100% sure we wouldn't have any probs with finding graphicians/musicians...
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19 June 2017, 23:20 | #25 | |||
Registered User
Join Date: May 2001
Location: ?
Posts: 19,645
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Quote:
Quote:
I get from this thread and the general vibe of this board as a whole, that we are talking here about making a publishable game for plain A500/600/1200 spec, nothing else. And that will narrow down your choices, and makes no sense in considering part of the same pool of talent the people that work on "Amiga NG", because they sure as hell don't release anything for such specs. I strongly believe that fixed spec hardware makes for the better output on the C64, too, and what you may see as a problem, I see as a blessing, because I judge by the output, and I appreciate hardware milking, which disappears with "upgrade" routes ("just get the newest/fastest thing" mentality the PC world has). Sure, ok, with the Amiga there's space to do more than just games, but are there that many applications, then, that run in A500/600/1200 barebones spec? Or anyone interested in making such things? Besides me and h0ffman making PT-1210, I don't see much (save for whatever is system stuff). I just think it's foolish to keep thinking of the Amiga world as one just to clump up numbers or I dunno. People working on one Amiga platform do not work on the other. There's at least three types of "Amiga" nowadays, if not four. They are not all the same. Quote:
My suggestion is that people should start to get to know each other better with the intention of maybe making games together. Maybe think of it as some sort of data-date :P If there's a good vibe/common hared ground/ideas, something good can come out of it. But if there's no such thing, then you just don't have to work together. |
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19 June 2017, 23:40 | #26 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 46
Posts: 1,416
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It's normal the C64 has more games because it's a toy compared to what the Amiga can do. There you are with 16 fixed colors, 3-4 colors on every tile, while on the Amiga you have to choose from 4.000 different shades, and you have at least 3 options for graphics, 16/32/64 colors on screen, hardware sprites or blitter objects, sampled sound, dual playfields, sprites as a second playfield, tricky palette arrangement for hardware sprites and many more. Doing games is not a walk in the park on the Amiga.
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20 June 2017, 00:15 | #27 |
Registered User
Join Date: Oct 2009
Location: Salem, OR
Posts: 1,767
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As someone who has purchased several "new" Amiga games, I'm all for this...
One suggestion.. I assume most games would be PAL, which I'm fine with. But if whomever could program them to run in a PAL screen without having to reboot my NTSC Amiga into PAL mode, that would be awesome.. ;-) (I'm considering modding my 1200 to boot into PAL mode, but only if I'm convinced I won't damage it.. ;-) Not sure if it's doable programatically without too much trouble, but would be nice.. Won't stop me from buying a decent game tho.. Good luck.. desiv |
20 June 2017, 02:06 | #28 | ||
Registered User
Join Date: May 2001
Location: ?
Posts: 19,645
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Quote:
Here is your stuff: http://eab.abime.net/showthread.php?t=82357 http://eab.abime.net/showthread.php?t=84891 You are one of those talented people I mentioned shooting themselves in the foot because of using "game makers". You've got some really cool skills and can even cook something decent using terrible or passable engines, but in the end, your end product is constrained by that and there's so much room for improvement if you were to be helped by a coder and a musician. Those games look really cool, if they were done to a "pro" level, that is, coded optimally, running on stock hardware, like phx's Solid Gold or Sqrxz, I would definitely be happy to buy a copy of anything you work on! Here was your response when I said "wish a coder had helped you": Quote:
I understand, this is your free time, and by doing something completely on your own you managed to feel satisfied with in the time you deemed sensible to spend on it. Only that is exactly what is kind of in question on this thread (I believe). Where are all your "walk in the park" C64 games you made anyway? Talking shit about any other platform is easy. They all have their things and complications. And they all have potential to do great things. Let's just respect the output of other scenes and not use lame excuses to justify what is ultimately our own fault. I include myself very much in all of this. Anyway, the notion that the C64 gets more games just because it's easier to make things for it, is very wrong. The Amiga doesn't get as many because of many factors, one, for sure, is the machine's more complicated architecture and as a result, amount of time needed for results. The most important one on my view is about collaboration and patience to end product. In the C64 demoscene peopel form groups and not always they are people that met in person or that completely get along with each other or agree on all ideas, but they get shit done anyway, by compartmentalizing tasks and pooling the collective talents into one solid product. I do feel we need more of that. I understand that if you never been in a demo group, yo u wouldn't get this feeling, but it works. Look at Powerglove for example, it's been a long time in the making, but I am glad it will come out after all. Here's looking forward to you managing to find a suitable partner (or more) to make a brilliant game with your cool graphics and ideas. |
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20 June 2017, 04:57 | #29 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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I did mention in the past that i miss having good hand-holding tutorials for Blitz Basic else have some ideas that would love to implement, beside doing music and graphic for other games (did not see the earok one yet though), including most recently the overhaul of Holy Warrior... wonder if might be an interesting project to be published by Psytronik...
video of the game BEFORE overhaul [ Show youtube player ] facebook page with overhauls in progress so far: Holy Warrior on Facebook |
20 June 2017, 08:25 | #30 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,801
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I think that it is a good idea. Tools and libraries should be build along the way and improved over time to match any game type so one can focus on design & game instead of code. This should also reduce development time and time to market.
Kamelito |
20 June 2017, 09:08 | #31 |
Registered User
Join Date: Dec 2016
Location: New Zealand
Posts: 63
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i'd love to see more new games seeing a commercial release on the amiga! i love what psytronik etc are doing on the c64, and it's been great getting new games in proper packaging.
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20 June 2017, 22:34 | #32 |
Amigaholic
Join Date: Dec 2009
Location: UK
Posts: 4,678
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Well, the humble speccy has just beat the Amiga to it's first Psytronik release
http://www.psytronik.net/newsite/ind...1-ship-of-doom |
21 June 2017, 13:11 | #33 | |
Global Moderator
Join Date: May 2013
Location: Setúbal, Portugal
Posts: 609
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Quote:
It was precisely because of these dynamics within the Spectrum community - of which I partake - that drove me to write those words on the "Would you pay for a new Amiga game? thread that still define what I think of the Amiga community. Unfortunately, compared to the lively, happy and strolling Spectrum community (if you ignore the WoS recent ordeal), the Amiga community looks, fells and acts very much like a comatose patient on an ICU bed... Which is unfortunate and, in a way, completely avoidable (if the community had its heart in the right place). I know that programming and making games for the speccy is easier, but still... the difference in the difficulty of making the games does not justify the difference in the community dynamics. It's the attitudes that do. |
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21 June 2017, 20:44 | #34 |
Amigan
Join Date: Feb 2012
Location: London
Posts: 1,311
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21 June 2017, 22:36 | #35 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,205
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An idea of sorts based on Galahad's specs.. Plays like a cross between Jet Set Willy and Dizzy..
Disk Raider - As a computer historian you are tasked with tracking down rare and sacred disks, these disks are scattered across the game world, some will be fiendishly difficult to recover and will require cunning and guile. Will you recover all of the disks and their legacy? Or will they be lost to the Ages? Doesn't just have to be disks, could be rare computing magazines, parts of a computer etc.. You could have a simple Hub/HQ that you visit, as you find the lost relics they are displayed on the walls or plinths.. The ultimate goal being to fill your museum up with these missing and rare items. To make things more interesting, if you die (or run out of health) before bringing the items back to the the Hub they are lost, or respawn back to another random location. This might cause players to risk it all or play it safe. Also, by returning to the Hub your health is recharged, perhaps there could be a max limit of 5 items you can carry. If you return with 5 items your reward is greater, if you return with a single item then it's less. Trying to add balance to the search and return loop..? Last edited by lordofchaos; 21 June 2017 at 22:54. |
21 June 2017, 23:18 | #36 |
Puttymoon inhabitant
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I am sad nobody wants to use the best of the Amiga - AGA chipset. I can never understand the obsession with OCS graphics.
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21 June 2017, 23:52 | #37 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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@Akira: If I'm not mistaken Nobody has worked recently with Alpine9000 for the creation of Blocky Skies.
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22 June 2017, 00:17 | #38 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Quote:
I have a group of hypothesis so let me explain: First the numbers. There are much more OCS/ECS amigas than AGA ones, plus most of the games created on OCS/ECS also work on AGA if coded following guidelines, so that guarantees an higher audience. Second, the tools. Talking about the entry level tools like AMOS and backbone of course; Blitz supports AGA but got less hands-on documentation to delve in and start directly with. Red Pill is in my opinion a game changer and i can expect more AGA stuff made with it in the future. Third the challenge; AGA games can look and feel like semi-modern PC ones while to get very good results on OCS/ECS a good deal of graphical skills and technical expertise is needed. However i am working for several AGA games music too. |
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22 June 2017, 00:26 | #39 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 46
Posts: 1,416
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22 June 2017, 00:50 | #40 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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