13 September 2015, 17:01 | #1 |
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Todays retro games that could be converted to Amiga
The title says all. Retro games that could be converted to Amiga. Meaning that the game's mechanics could be transferred to Amiga, and somewhat faithful graphics.
Inescapable. The mechanics look nothing special, could be easily converted to A500. It even reminds me an Amiga game. [ Show youtube player ] Super star path. A vertical scroll shoot em up. I believe A500 and 32 colors would be enough to make a very faithful clone. [ Show youtube player ] 8bit boy. Nothing special, a Mario with some new touches [ Show youtube player ] Aqua Kitty. A Defender clone. Something similar could be done by reducing the colors a bit and screen size. I even has an Amiga disk click on intro and copper like sky gradients. [ Show youtube player ] |
13 September 2015, 21:22 | #2 |
Glastonbridge Software
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almost certainly, give or take a parallax layer... there's a lot going on in Aqua Kitty though, maybe moderate the action a bit and say A1200 for that one.
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13 September 2015, 21:29 | #3 | |
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Quote:
Reminds me of X-Out in visual style, similar sized objects and lots onscreen |
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13 September 2015, 21:32 | #4 |
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13 September 2015, 21:41 | #5 |
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Yes they use parallax scroll that should be dropped, and for Inescepable that has parallax in outside areas use something like Lionheart where the player is a sprite i guess and then uses 8 colors for parallax and another 8 for foreground.
For Super star path maybe use some animated tiles to flash dots in the background to have 32 colors because it is a very colorful game. |
13 September 2015, 21:48 | #6 |
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well you know, i do really like parallax, i think it really does add something, maybe could produce AGA versions of each.
although i think in the case of 8 bit boy it is probably possible anyway, and especially Inescapable which doesn't even have such good graphics. |
13 September 2015, 21:52 | #7 |
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I have Aqua kitty and Super Star Path and Inescapable and they rock, if i had to choose only one of these would be Aqua Kitty though and Inescapable a close second because i like this type of games.
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14 September 2015, 11:18 | #8 |
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Aqua Kitty looks (+ sounds) very good, as said above if you lost the upper part of the screen it might be possible.
Inescapable visually reminded me a lot of the old Blizzard game "Blackthorne" from the SNES, it's probably more suited to being back-ported to a 16bit console that can handle the parallax etc easily using tile-layers etc... |
14 September 2015, 11:32 | #9 |
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I guess aqua kitty could be done for a500. I have seen Amiga games that move a lot of 8x8 or 8x16, 16x8 objects that should be needed there. Inescapable could use parallax for outside areas only.
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14 September 2015, 11:52 | #10 |
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i suppose i was imagining a more "zoomed in" look, the objects are only so small because of a high resolution
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14 September 2015, 12:44 | #11 |
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I would love to play Broforce on classic amiga even if some details and physic elements were cut http://www.freelives.net/
http://tinybarbarian.com/ Tiny Barbarian DX or it's early version http://www.starquail.com/TinyBarbarian/TinyB.html should be more easy to port, there is not so much destruction as in broforce [ Show youtube player ] - SuteF - this game I'm sure could be ported in 1:1 quality Cave Story - I'm not sure if it wasn't already ported to amiga 4.0 and morphos Momoroda 2 - was cool clone of cave story [ Show youtube player ] |
14 September 2015, 14:18 | #12 |
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I take this opportunity to talk about some games I really like. I already wanted to open a thread about this topic so, there we are!
I am pretty sure that all games made by the indie software house "grubby games" could be ported to Amiga (maybe even classic OS 3.1/3.9). Particularly Professor Fizzwizzle since it has been written in C/C++ with SDL and its hardware requisites were very low. I own the Linux version of all games and the developers, Ryan Clark and Matt Parry, were very kind giving me their latest games as gift when the Linux versions were removed from the web shop. It would be great if some skilled Amiga programmer could contact them and ask them if they would be willing to release the code to the Amiga community... They are from Vancouver, BC, and I have their old "@grubbygames.com" emails but I don't think that those emails are still active since grubbygames has been bought from bigfishgames. Last edited by liviux76; 14 September 2015 at 15:23. |
14 September 2015, 15:27 | #13 |
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Something like this mockup i did (took me 2 hours). Uses only 16 colors for sprites and panel.
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14 September 2015, 15:45 | #14 |
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I think most could be converted without too much trouble* and with minimal cutbacks:
Inescapable - Perhaps possible with the Assassin game engine (the main sprite had over 2000 frames of animation, y'know). Or Turrican, etc.. The real aspect of this game would be the story and level design. Super Star Path - Anything less than Xenon 2 Megablast need not apply! This does look pretty, though. 8-Bit Boy - Why bother..? Giana Sisters already showed us how to do a brilliant Mario clone. Aqua Kitty - Now, that's more like it Didn't R-Type II have an in/out of water section? This is the sort of thing that a talented coder needs to pick up and really push the 1200 with. It would need trimming back a bit, but making the sprites a bit bigger and reducing the number of on-screen elements would work. I'd pay good money for a conversion! Broforce - Yep. This is great fun, and seem to mimic the Miggy's early graphic style. Not sure how big the maps are, though.. Tiny Barbarian - Without the parallax, this is an A500 game. The small player sprite reminds me of Exile (although a lot less fiddly!). But how about something a bit meatier, say [ Show youtube player ]. We've had isometric adventure games before, with turn-based fights. And shifting isometric graphics wasn't too tricky for the likes of Blade, Shadowlands, Syndicate... *By 'too much trouble' I mean for a decent ASM coder... Not me and my limited use of Blitz! |
14 September 2015, 18:07 | #15 |
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14 September 2015, 18:29 | #16 |
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It's nice to fantasize, theorize and all that, but we should be learning to code or something, because there won't be a magic Amiga genie coming to program these games for us.
Also there're a lot of talented graphicians and music people here but they aren't working with coders, so why don't you team up and do something about this? I see a lot of coders making games that need a lot of graphic/music work on top, and I also see a lot of graphicians with gfx concepts that need code to run and whatnot. This won't go anywhere as long as we have our heads firmly planted in a hole in the floor. |
14 September 2015, 19:43 | #17 |
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Game mechanics wise both Legend of Grimrock games are perfectly possible except for the shadow puzzle in the first Grimrock game (probably). The multiple levels of elevation mechanic of the second Grimrock game was done before in Hired Guns. Obviously not in real time 3D, but that's not needed anyway.
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14 September 2015, 22:35 | #18 | |
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Quote:
8-Bit Boy is not a shining example of this type of platform game. Likewise, Mario is not the be all and end all of platform games (despite its brilliance). The point was that, if you are going to convert a current retro game to the Amiga, at least make it a good one. How about the likes of Fez, Rayman, Shovel Knight? All good candidates. |
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14 September 2015, 22:36 | #19 |
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People, do not forget Super Crate Box!
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14 September 2015, 23:01 | #20 | |
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Quote:
Still want to know though, does Aqua Kitty do much scrolling left or right, or is it only partial movement? If its partial , it can be cheated further by simply having the screen as an oversized picture, which would give more time for blitting objects onscreen and not blitting in strips on the vertical edges. |
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