31 May 2016, 06:33 | #21 | |
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With some graphics we can do some good test, just to have a fun |
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31 May 2016, 07:48 | #22 |
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Quality information folks, thanks!
I was actually playing Amiga Final Fight recently and I was surprised at just how fast it could get in places although I counted SIX enemies PLUS the player on screen at one point later in the game so slowdown is inevitable. I was going to start a new thread asking if those sorts of games like Final Fight and Double Dragon II on the Amiga used bobs or sprites for all the characters but I assumed bobs becasue you can do more with them and sprites for small things like hitsparks or tiny background animations. I could be wrong but I'm still learning, though I think I've learned more about the Amiga this last week than in the last 25 years haha. Wonderful forum, wonderful people! |
31 May 2016, 12:03 | #23 | |
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31 May 2016, 12:03 | #24 |
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sprites are often used for things like score overlays
Last edited by Mrs Beanbag; 01 June 2016 at 23:41. Reason: how did i type "spires" instead of "sprites"? |
31 May 2016, 13:02 | #25 | |
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31 May 2016, 13:09 | #26 |
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Again, great info, thanks everyone!
I take it things like energy bars are just simple coloured rectangles that are drawn to the screen and the length of which is linked to the health variable? That's how it works in Game Maker on windows anyway. I've seen some games use actual pre drawn images of varying lengths used for healthbars but that doesn't seem memory efficient. Also, as I was playing Final Fight I noticed the score/energy meters were above and outside the play area. Is that a separate screen/playfield or is it just out the way and easier to draw on a black background or help with scrolling? |
31 May 2016, 14:34 | #27 |
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If the game is scrolling, a separate score bar is usually a separate screen.
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31 May 2016, 16:17 | #28 |
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01 June 2016, 06:14 | #29 |
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01 June 2016, 12:59 | #30 | |
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01 June 2016, 13:43 | #31 | |
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Because of time constraints they didn't want to resize the graphics, but I would rather have had smaller enemies and a better frame rate, but that's just personal taste. I was thinking Double Dragon size fighters. |
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01 June 2016, 13:46 | #32 | |
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01 June 2016, 15:36 | #33 |
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If I were doing it, I'd make the display window short, wide, and 32-colors. We can use a separate screen with only a few bitplanes to indicate health of the characters. That would free up some blitter time for the BOB drawing.
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01 June 2016, 16:03 | #34 |
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somenthing like 288*200 px? With 20%-30% less bigger bobs..
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01 June 2016, 16:24 | #35 |
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I might go shorter yet and just use bigger scoreboard at the top in yet another screen of 2 bitplanes+coppershades. Like 288*160 with 50% smaller BOBs. That would make the play area big enough that we could have 2 human players or something and more time for blitting yet.
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01 June 2016, 16:25 | #36 | |
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12 June 2016, 05:36 | #37 | |||||
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It is fairly clear that Richard Aplin was a very competent coder but if I recall correctly he had between six and nine months by himself to code the whole thing and took some of this time to rip the arcade graphics straight from the ROMs. He did as best as could be done under these constraints but that means that indeed the game is not as good as it could have been, far from it. Quote:
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Look at the sprite map: it is full of holes, about one third of its memory could be reclaimed by using a better splitting-and-positioning algorithm. This could have been used to allow a triple buffering screen which would help to smoothen frame rate in games where the gameplay can be predicted a few frames in advance, like in a brawler for example. Also, bobs are huge which means that there are lots of opportunities to do pure copies rather than masking (I am under the impression that Richard Aplin at least considered this optimization but I am not sure he got to implement it). Finally, Final Fight background layout leads itself extremely well to copper gradients and the palette used for the background could thus have been more reduced allowing more variety for the bobs. Quote:
Sprites are perfect for scores and player bars, no need for another screen and there are rarely any bobs drawn there anyway so the bitplanes number can be lower most of the time without any ill consequences. |
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12 June 2016, 05:47 | #38 | |
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I know from experience that trying to do multiple things at the same time is the surest way to finish none of them so if you could learn from my mistakes that would save you some time and effort and frustration. |
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12 June 2016, 06:03 | #39 |
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12 June 2016, 07:38 | #40 |
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I was thinking that the sprites could be character images in 4 bit color on a 2 bitplane screen for status and health.
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