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Old 03 October 2017, 00:10   #1
Mrz
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Question Limbo

btw,

resident evil is a buggy game
the next month when I have free time I will try to port the game Limbo to the Amiga,
will require AGA+ 020 or 030 at 25mhz + 8mb
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Old 03 October 2017, 00:35   #2
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the next month when I have free time I will try to port the game Limbo to the Amiga,
will require AGA+ 020 or 030 at 25mhz + 8mb
You mean the PC version of Limbo of the Lost? That would be very cool indeed

...I created an .ADF set of the only available Amiga demo here
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Old 03 October 2017, 19:52   #3
rygar
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Yeah...Limbo of The lost is great game for PC
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Old 03 October 2017, 23:43   #4
Mrz
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You mean the PC version of Limbo of the Lost? That would be very cool indeed
nope
I'm talking about "Limbo" the best video game created until now



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Old 03 October 2017, 23:56   #5
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...we want the full Limbo of the Lost game on the Amiga

Nah, although the above would be very cool; in reality, any new game that people are willing to attempt porting to the Amiga is good in my eyes... Best of luck and may the force be with you!!!
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Old 04 October 2017, 13:22   #6
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nope
I'm talking about "Limbo" the best video game created until now



[ Show youtube player ]
Loved this game on the Xbox. Is one of the most atmospheric games ever.

Another game which was really emotional that I loved and might have even cried was Valiant Hearts: The Great War

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Old 04 October 2017, 17:07   #7
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nope
I'm talking about "Limbo" the best video game created until now



[ Show youtube player ]
This is so great. I know that there's a Commodore C64 version in the making.

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Old 04 October 2017, 17:29   #8
Galahad/FLT
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I played Limbo when it was free on PSN, pretty damn good. So many ways to kill a little boy :/
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Old 04 October 2017, 17:29   #9
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Limbo would be very cool, though I hope you set a stock A1200 as a target with more detail of u have a faster CPU, a game within the systems limits is nicer imo, the C64 version being a prime example
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Old 04 October 2017, 22:36   #10
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I envision a similar system to the one used in Another World, especially for the spider - or maybe a mix of vectors and bobs; - thinking to ECS/AGA amigas btw
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Old 05 October 2017, 00:18   #11
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btw,

resident evil is a buggy game
the next month when I have free time I will try to port the game Limbo to the Amiga,
will require AGA+ 020 or 030 at 25mhz + 8mb
If you do that you'll become my hero!

I completed Limbo twice, purchased through Steam and played on my Linux PC... another game that it would be great to convert for Amiga is, IMHO, Professor Fizzwizzle...
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Old 05 October 2017, 07:39   #12
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will require AGA+ 020 or 030 at 25mhz + 8mb
May I ask why you go for these rather high settings?

If you go for 1 bitplane (black and white pixels) you can blit a lot even with an OCS machine.

Are you using AMOS, Backbone or Blitz for the port?
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Old 05 October 2017, 13:18   #13
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May I ask why you go for these rather high settings?

If you go for 1 bitplane (black and white pixels) you can blit a lot even with an OCS machine.

Are you using AMOS, Backbone or Blitz for the port?
Have you played limbo. AMOS or backbone would not have a chance of making a similar experience.

The game , taking the backgrounds away, is all about the atmosphere and the puzzles. Will want to match the sound effects and the fluid animation and resolution. Will need some heft and guessing will need to be done in assembler
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Old 05 October 2017, 15:43   #14
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Have you played limbo. AMOS or backbone would not have a chance of making a similar experience.

The game , taking the backgrounds away, is all about the atmosphere and the puzzles. Will want to match the sound effects and the fluid animation and resolution. Will need some heft and guessing will need to be done in assembler
Oh yes, I second your opinion so much.
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Old 05 October 2017, 15:53   #15
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May I ask why you go for these rather high settings?
Because anybody who has weaker Amiga today is a dinosaur
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Old 05 October 2017, 16:35   #16
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Will want to match the sound effects and the fluid animation and resolution.
Fluid animation, yes, but high resolution isn't needed (look at C64 port) and sound can be compromised a lot without damaging.

I think a port is very possible, especially after seeing the C64 one, and also believe it might be possible with a less hefty configuration, if assembler is used. Also not sure if 1 bitplane will do, Limbo makes great use of greys, that might not be totally possible, but again having a look at the C64 version I think a healthy compromise an be taken. Perhaps it is 1 bitplane with smart, real time dithering.

I'm still unsure though, if Mrz was completely 100% serious about it or just daydreaming like us! Hopefully he was serious and he will indeed try to tackle this beast.
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Old 05 October 2017, 20:18   #17
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Have you played limbo.
yes.
Quote:
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The game , taking the backgrounds away, is all about the atmosphere and the puzzles. Will want to match the sound effects and the fluid animation and resolution. Will need some heft and guessing will need to be done in assembler
Fluid animation doesn't have anything to do with mhz.

Plus, if you wanna do some of these atmo effects, and animate stuff like the big spider with a couple of bitplanes in use, and even "match" the resolution 25 mhz won't cut it as well.

I'd go for dual playfield, put the scrolling background into the back playfield, and then having lots of DMA time left to blit into the front playfield.

The game is certainly possible to do on an Amiga, but to include the atmo bells and whistles, you'd need a really much much bigger CPU than a meagre 68030, imo.
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Old 05 October 2017, 20:29   #18
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Limbo is awesome! Plus Amiga is totally capable of a faithful conversion.

On the other hand it's a huuuge project and would require possibly the original assets and the consent from the author (as I think the c64 version does).

Then there's the question how faithful you'd want this conversion to be.
Fluid animation and in-game/forefront objects (even huge ones) should not be a problem (here the use of sprites wherever possible instead of bobs is highly recommended).
Also the resolution is not an issue. Good old 320x256 can do the trick just fine. Dual playfield is also recommended.
The question is how you deal with the backgrounds and various effects (as the game heavilly relies on those to relay/enhance it's dark atmosphere).

Call me crazy, but I can think of one modern Amiga game that has shown how this can be done (in an impressive manner) and it's no other than (surprise, surprise) Reshoot! Here's why: based/optimised with a low colour count in mind, has background fog effects (first I've ever seen in an Amiga game) nice multilayered parallax and some extra copper tricks at it's sleeve.
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Old 05 October 2017, 23:00   #19
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I think people have forgotten how ports are. In the 80s and 90s we got a LOT of ports from arcade and stuff, that were not at all 1:1 but still kept the essence and were good games. There was also a lot of SHIT. That didnýt stop people from trying, and some of the abstractions derived from much more complex games were rather interesting.

Seems like people nowadays just want to see an as near to 1:1 thing which is impossible on humble hardware.

Again, guys, Limbo on a C64, HELLO? Of course you can make an Amiga version, you will just have to know where to cut and where to not cut!

Limbo is a simple looking game but the mechanics behind it are a bit complex in my opinion, that's where my main worry would be. Visually and sonically, you can get a very decent conversion, that's out of the question. I think you can remove a LOT of the fluff and still have it feel like Limbo. But there are puzzles that rely in physics that would probably be impossible to deal with realtime on Amiga and a workaround will have to be found.
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Old 05 October 2017, 23:02   #20
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Tsak&Akira are taking the words out of my mouth...
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