English Amiga Board


Go Back   English Amiga Board > Main > Nostalgia & memories

 
 
Thread Tools
Old 27 August 2007, 13:32   #41
Codetapper
2 contact me: email only!

Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,160
Quote:
Originally Posted by tarr View Post
It had the "3d parallx" effect that stunned us players first in Street Fighter II.
That "3d parallax" effect is evident in a load of games, and most of them were before Kid Chaos, hence I don't rate Kid Chaos. The Amiga hardware does almost all of the magic, you don't really have to do much to setup 2 screens - just draw them in the correct place. The trick is making the screens look good when you only have 8 colours in each!

Shadow of the Beast is one such example, but it is done so much better that you don't realise it! SOTB mixed sprites in with all the different playfields, priority, clouds and moon etc to make it look like there were loads of layers being drawn when really there were just 2 plus sprites for the trees.

Shadow Fighter is also dual playfield, Soccer Kid, Jim Power - there are probably well over 100 games that used the effect.

I don't know which was the game was first to use repeated sprites to form another playfield - Risky Woods and Leander come to mind - these allow you to have 16 colours in the foreground and 16 (attached sprites) in the background. But of course you have to repeat the graphics as there is no DMA time left to load new graphics and reposition the sprites across the screen. But from a technical point of view, that was a neat trick.

Another amazing game has to be F1GP! To get that entire game into 1Mb, with a reasonable frame rate on a lowly A500, and all the AI for the drivers - that is amazing. Ditto Jimmy White's Whirlwind Snooker. Your average programmer could not create those titles!
Codetapper is offline  
Old 27 August 2007, 15:54   #42
tarr
Registered User
tarr's Avatar
 
Join Date: Sep 2006
Location: Italy
Posts: 75
In Shadow of the Beast or in Jim Power you could count the parallax levels (they were about 13, as far as I remember). In Lionheart and in Elfmania - don't remember Shadow Fighter's effect now - it was like every single line of pixels in the background was a single parallax level, just as the Street Fighter II's floors.
That was so cool.
And, ok, I am always on the behalf of gameplay, but I just wanted to remember techinchally astonishing games.

(ah, Lionheart beats D&D on the Atari hands down. It is your memory and your heart that let D&D win! )
tarr is offline  
Old 27 August 2007, 16:09   #43
Tony Landais
Zone Friend
 
Join Date: Mar 2003
Location: uk
Posts: 426
What I remember is lionheart on A500 was too slow to be enjoyable and playable but It was a long time ago I might be wrong.
Tony Landais is offline  
Old 27 August 2007, 16:40   #44
tarr
Registered User
tarr's Avatar
 
Join Date: Sep 2006
Location: Italy
Posts: 75
No, it was a great exploration game (like Turrican) with the need to pay attention during combat. It was not a mindless Hack'n'Slash, but a kinda meditative game with some great action sequences.
tarr is offline  
Old 27 August 2007, 16:41   #45
Graham Humphrey
Moderator
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 33
Posts: 11,061
I found it a bit dull to be honest, but that's just me.
Graham Humphrey is offline  
Old 27 August 2007, 18:48   #46
Tony Landais
Zone Friend
 
Join Date: Mar 2003
Location: uk
Posts: 426
I was only comparing its speed and playability between A500 and A1200
Tony Landais is offline  
Old 27 August 2007, 19:00   #47
rsn8887
Registered User
rsn8887's Avatar
 
Join Date: Oct 2006
Location: USA
Posts: 884
Quote:
Originally Posted by Ironclaw View Post
Not really.. just some bitmaps.. like 6 frames of animation looping... half the screen is those bitmaps and it's duplicated to the other side.. so.. nothing really .... just a gif animation if you will.
I don't think stardust tunnels are just a simple animation loop, because as you move across the screen, the perspective changes in realtime, as far as I remember. Like it shows you the tunnel more from the side, if you move all the way to one side of the screen.

So I think it was a bit more complicated than just 6 frames. Maybe 6 frames per perspective, but then it changes animation frames depending on camera perspective.
rsn8887 is offline  
Old 27 August 2007, 19:41   #48
Graham Humphrey
Moderator
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 33
Posts: 11,061
Forgot about this one...

Quote:
Originally Posted by s2325 View Post
What's wrong with Brian the Lion? For me it's Donkey Kong Country for Amiga.
I'll sum it up in just a few words: dull, tedious, repetitive, annoying. That is all.

Anyway that's going rather off-topic in this thread.
Graham Humphrey is offline  
Old 27 August 2007, 20:40   #49
Ironclaw
Banned
Ironclaw's Avatar
 
Join Date: Oct 2004
Location: ...
Age: 41
Posts: 3,313
Quote:
Originally Posted by rsn8887 View Post
I don't think stardust tunnels are just a simple animation loop, because as you move across the screen, the perspective changes in realtime, as far as I remember. Like it shows you the tunnel more from the side, if you move all the way to one side of the screen.

So I think it was a bit more complicated than just 6 frames. Maybe 6 frames per perspective, but then it changes animation frames depending on camera perspective.
Lol, no... that is what it looks like, but it really just is 6 frames (or so) of animation looping... but the thing is, the animation is bigger than the screen....


like

This is the animation:
_________________________
I......................................I
I......................................I
I......................................I
I......................................I
I......................................I
I________________________I

This is what you see of the animation:

__________
I...............I
I...............I
I...............I
I_________I

so when you move the ship to the left, the animation moves to the right... the little square is centered at first when the stage starts...

when the animation moves, it gives that effect...

hard to explain.. but it really is just a big animation moving around..

edit: added 2 pics... see now? ..... but the ship should be facing right when moving to the left... I made this engine once..... got a preview in flash somewhere....... only the inside of the pink square is what is viewed.

might have to click on the screen to activate.. then use the cursor keys: (I suck at making tunnels.. but havn't practiced much
Link
Attached Thumbnails
Click image for larger version

Name:	1.jpg
Views:	455
Size:	43.0 KB
ID:	14606   Click image for larger version

Name:	2.jpg
Views:	421
Size:	42.3 KB
ID:	14607  

Last edited by Ironclaw; 27 August 2007 at 21:05.
Ironclaw is offline  
Old 27 August 2007, 21:02   #50
keropi
.
 
Join Date: Oct 2004
Location: Ioannina/Greece
Posts: 5,040
@IC
you've come to extreme lenghts to explain the animation... I wonder why...
keropi is offline  
Old 27 August 2007, 21:04   #51
Ironclaw
Banned
Ironclaw's Avatar
 
Join Date: Oct 2004
Location: ...
Age: 41
Posts: 3,313
Well, if you didn't get how the effect was caused, I explained a bit more .. just incase.. and also, I made an engine in Flash to mimic the effect in stardust... so have studied stardust alot... got all sprites, bobs, animations etc on my hd.
Ironclaw is offline  
Old 27 August 2007, 21:35   #52
Marcuz
Wurk???
Marcuz's Avatar
 
Join Date: Jun 2002
Location: .
Age: 43
Posts: 5,253
you are mental
that'slike the time you tryed to explain cleartype...
Marcuz is offline  
Old 27 August 2007, 21:42   #53
Graham Humphrey
Moderator
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 33
Posts: 11,061
Let's not go there again Marco
Graham Humphrey is offline  
Old 27 August 2007, 22:08   #54
Ironclaw
Banned
Ironclaw's Avatar
 
Join Date: Oct 2004
Location: ...
Age: 41
Posts: 3,313
Quote:
Originally Posted by marco pedrana View Post
you are mental
that'slike the time you tryed to explain cleartype...

That's me . Love me for what I am! .

Ironclaw is offline  
Old 28 August 2007, 00:10   #55
Paul_s
Stuck in the 80s

Paul_s's Avatar
 
Join Date: Nov 2006
Location: Amigaville
Age: 41
Posts: 3,232
Super stardust tunnel sequence always blew me away.

Chuckie Egg on the Amiga was impressive too!

TFX (that the right name?) flight sim had a lot of talk I remember, looked impressive anyway.
Paul_s is offline  
Old 28 August 2007, 00:17   #56
eLowar
Citizen of Elthesh
eLowar's Avatar
 
Join Date: Sep 2003
Location: London, UK
Posts: 949
Quote:
Originally Posted by Paul_s View Post
TFX (that the right name?) flight sim had a lot of talk I remember, looked impressive anyway.
Yes, Tactical Fighter eXperiment, I believe.
eLowar is offline  
Old 28 August 2007, 01:49   #57
tarr
Registered User
tarr's Avatar
 
Join Date: Sep 2006
Location: Italy
Posts: 75
Mr Nutz was great, too. Was it coded by Sanity?
tarr is offline  
Old 28 August 2007, 10:20   #58
DDNI
Targ Explorer

DDNI's Avatar
 
Join Date: Mar 2006
Location: Northern Ireland
Age: 45
Posts: 5,202
Send a message via ICQ to DDNI Send a message via MSN to DDNI
@ Ic tell me more of the wonderful ClearType !!
DDNI is offline  
Old 28 August 2007, 10:53   #59
fc.studio
Cat lover
fc.studio's Avatar
 
Join Date: May 2004
Location: Italy
Age: 49
Posts: 799
My opinion for overall very well technical realized titles goes to:

Assassin, Bubble And Squeak, Cedric, Fire and Ice, Flink, Goal, James Pond, Odyssey, Paramax, Project X, Rolling Ronny, Ruffian, Superfrog, Super Stardust, Switchblade II, Tearaway Thomas, The Settlers, Woodys World, Yo!Joe!, Zool.

Last edited by fc.studio; 28 August 2007 at 10:59.
fc.studio is offline  
Old 28 August 2007, 11:52   #60
Marcuz
Wurk???
Marcuz's Avatar
 
Join Date: Jun 2002
Location: .
Age: 43
Posts: 5,253
hahhahha i think i cannot agree on even ONE of them maybe Project X (intelligent use of overscan, a little random factor on enemy movement/position)
Marcuz is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Which was, from a technical pov, the best amiga demo turrican3 Nostalgia & memories 40 12 December 2017 15:02
wanted: amiga technical reference manuals gizmomelb MarketPlace 5 06 January 2006 07:32
Technical question on 3.5" HD and Amiga 1200 Bloodwych support.Hardware 17 16 April 2002 13:57
Amiga PoV Twistin'Ghost project.EAB 18 03 April 2002 09:43

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 15:24.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.
Page generated in 0.09717 seconds with 14 queries