07 January 2015, 20:43 | #21 |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 227
|
Thank you very much, is fantastic to meet you here Amiga lives!!!!
|
07 January 2015, 22:41 | #22 | |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
|
Quote:
I agree on every other point. I used to code in AMOS when i was learning, but now i code in ASM and only use AMOS to assist in development (it is fast to get simple things quickly, processing sound effects for example, and as a test bench for ASM code). |
|
07 January 2015, 23:27 | #23 |
Registered User
Join Date: Jun 2014
Location: milan / italy
Posts: 174
|
|
08 January 2015, 11:01 | #24 |
CaptainM68K-SPS France
|
*drooling* Yes tatsujin is a great shooter. I would _love_ to see this one done on amiga.
|
08 January 2015, 11:44 | #25 |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 227
|
When I was playing Mega Typhoon, I realize that Amiga 500 can do Tatsujin or Raiden, but I must admit that MT uses ECS Amigas and no music+SFX.
All the arcades needs music+SFX. Aniway, I should make first a small vertical shooter inspired in STAR FORCE (with 4 bitplane main scroll and 1 bitplane background scroll and some HW sprites for the stars). The game has to be fast like hell but for OCS 512+512 standar Amigas. |
08 January 2015, 11:53 | #26 | ||
WinUAE end user
Join Date: Jan 2014
Location: Bremen
Age: 44
Posts: 649
|
Quote:
Quote:
Do you have any brilliant new idea for the gameplay? It's true it dosn't need the arcade gfx set of a specific title but it has to resemble the arcade flair with big guns and a lot of sprites and color. And of course music and sound FX simultaneously. Just take some inspiration from the posts here and do what ever you like. |
||
08 January 2015, 12:09 | #27 | |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 227
|
Quote:
|
|
08 January 2015, 14:30 | #28 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 985
|
It's possible to have a single innovation in a shmup or at least a novelty or two.
Shield pick-up: Lasts for a limited duration- Surrounds the ship and deflects enemy bullets back at the enemies.- Useful when there are lot's of enemies on-screen. Anyhow good luck with the shmup and I hope someone here takes you up on the offer to code this. |
08 January 2015, 14:47 | #29 |
Targ Explorer
|
... or a powerup that causes the ground to raise up and wipe out all enemies.
... or a powerup that bolts two enemies sprites to your ship as extra guns. ... or a powerup that lets you wind back time by 5 seconds after a death. |
08 January 2015, 16:10 | #30 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
I always thought Truxton should had got a port on Amiga. It was perfectly doable
A shmup it's always the best thing to start coding games IMO (Or learning a language specifically to make games), the mechanics of a shmup are usualy very easy to code, but you can always do some good level/enemy design , some scoring gimmick and ending up with a good game. |
08 January 2015, 19:57 | #31 | |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
|
Quote:
I wouldn't even try to be too original with this type of game. Stick to the tried and tested! But maybe we could use some imagination with strange weapons types or something. I did like the way you could choose your ship type and equip it at the start of X out. But i wouldn't care if there were no surprises. Last edited by TCD; 08 January 2015 at 20:08. Reason: Added a missing quote bracket |
|
08 January 2015, 20:00 | #32 | |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 985
|
Quote:
It's hard enough to get a game completed let alone choosing to innovate as well, at least that's what i learned the hard way. |
|
08 January 2015, 23:13 | #33 |
WinUAE end user
Join Date: Jan 2014
Location: Bremen
Age: 44
Posts: 649
|
I was really thinking about something new when I asked what was meant by "original". So here is some inspiration....
Something 'original' could be that you see the ship from above and it starts as a horizontal scroller but at some point in the level you hold space or button2 and can(in fact have to) rotate the ship because it becomes a vertical scroller. Maybe even some diagonal parts and the ship is rotated by the game itself. I bet it has been done before but that would be so cool. I hate for example the unidirectional flight level in Turrican 2, for the fact that I can not rotate the ship. It would be so much cooler if we could. But the idea of having both H+V scrolling in a shmup was great. And to be honest I can't rememer any other game using that method atm. There are some that come to my mind with twinstick/unidirectional shooting,though. That brings up another idea. A two player mode where one is in control of the ship and the second player can control a turret(upgradeable) and some secondary weapon like homing missiles which can be collected during the game by player one. They could be stored in an item database and the second player can select them via F-keys depending on the enemy. Different collected mainweapons could be selected via the number keys. I think there are enough one direction button mashers with masses of enemies out there. So I would really appreciate something with a unique feature in the shooter gengre. The shop system mentioned by Mrs Beanbag would make the game more interesting,too. |
08 January 2015, 23:29 | #34 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
|
also there was Blood Money where sometimes the scrolling would go in a different way.
also there was Xenon (1) where you could press space and turn into a tank and it was no longer forced scrolling. also on Xenon 2 you could push the scrolling backwards. also there was Saint Dragon where you had a tail that followed you that you could use as a shield. also i had a certain amount of fun back in the day with an 8-way scrolling space shooter called Cosmic Pirate. Which does give me an idea for another game. also there was Jeff Minter's Grid Runner where you played with the mouse and could leave a little shooting "hat" anywhere on the screen. but it would be nice just to do a bog standard horizontal shooter without having to think too much. for my next project i want something really simple, but just do it really well. the Amiga has enough examples of over-ambitious projects that didn't really work for one reason or another. but i do have ideas. such as maybe a limited amount of choice in the path through the game, perhaps by choosing left or right paths through a level affects where you go next. or some sort of strategy screen where you choose which planet to attack next. shops have really been done to death by now though, and it never really made much sense to me that the enemies would be full of coins. actually i just remembered an idea i did have a while ago that could be quite fun - to put the player's ship and the "outrider" accessory in a sort of physical relationship so you can swing it around like a mace by moving around in a circle, so you can whack things with it in a controlled way. Last edited by Mrs Beanbag; 08 January 2015 at 23:37. |
09 January 2015, 00:17 | #35 | |
WinUAE end user
Join Date: Jan 2014
Location: Bremen
Age: 44
Posts: 649
|
Quote:
Lets say after a bossfight you can select the easy or the hard way. But there has to be some reward if you take the hard way. Like an alternate ending or better weapons at the beginning when you finish the game at least once on hard. Maybe just bigger levels. That would be a reward and make the game harder. Seems also much more realistic than my above thoughts I think my brain is still somewhat on phantasy island... Can network support be implemented for international highscores(if someone could host them)? It would encourage you to take the hard way. I guess this will be illusive of course for a single disk selfbooting game. |
|
09 January 2015, 00:20 | #36 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
|
|
09 January 2015, 00:35 | #37 |
WinUAE end user
Join Date: Jan 2014
Location: Bremen
Age: 44
Posts: 649
|
Oh I was thinking about all the differnt network solutions on the Amiga. ^^
But I hope you see the potential in motivating the player if he/she is able to compete with other gamers around the world. And it would give a retro game a fresh side note. |
09 January 2015, 11:11 | #38 |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 227
|
Who said Outrun?
Long time ago, I was looking for someone that hacks Lotus 2 engine to try to make a decent Outrun version with it. |
09 January 2015, 13:18 | #39 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
|
Amiga Outrun look awful if You have seen orginal on arcade and than Lotus on Amiga. Lotus engine could be good choice - it's fast and smooth, but Outrun got some feauteures like big roads with two sides, different colour for road sides (sand and sea) or giant palm tree sprites. I wonder how Core's Jaguar done that tricks with changing scenery?
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Thank You, Toni. | xoen | support.WinUAE | 37 | 22 November 2011 22:39 |
Toni, Sony needs you | Ian | Retrogaming General Discussion | 13 | 19 January 2008 10:07 |
thank you toni but just for kidding | turrican3 | request.UAE Wishlist | 11 | 26 July 2007 13:24 |
Toni some questions for you | turrican3 | request.UAE Wishlist | 2 | 12 May 2007 14:12 |
next version Toni? | devilstar | support.WinUAE | 12 | 19 October 2003 10:55 |
|
|