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Old 10 February 2019, 20:21   #681
mcgeezer
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Originally Posted by Amigajay View Post
Btw whats going on with the lava? Is that a recent change? Or is a bit buggy the way it moves back and forwards?
That's what it does in the arcade Jay.
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Old 10 February 2019, 20:28   #682
Reido
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Top work!
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Old 10 February 2019, 20:32   #683
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Quote:
Originally Posted by mcgeezer View Post
After re-writing the sprite animation methods things are becoming a lot more fruitful. It is much easier now for me to create and manage new sprites.


Straight out of WinUAE

http://109.228.4.199/rygar_sq.mp4

Youtube...

[ Show youtube player ]

As you can see the AGA/1200 can push around plenty of sprites.

I've done practically no optimisations either...

Still plenty of bugs though - but looking good for now.

Geezer
Wow, looking friggin' awesome Graeme!!!

Quote:
Originally Posted by Amigajay View Post
Btw whats going on with the lava? Is that a recent change? Or is a bit buggy the way it moves back and forwards?
It's the lava men moving through the lava; Graeme hasn't implemented them coming to the surface as yet

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Old 10 February 2019, 20:45   #684
dlfrsilver
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Quote:
Originally Posted by mcgeezer View Post
After re-writing the sprite animation methods things are becoming a lot more fruitful. It is much easier now for me to create and manage new sprites.


Straight out of WinUAE

http://109.228.4.199/rygar_sq.mp4

Youtube...

[ Show youtube player ]

As you can see the AGA/1200 can push around plenty of sprites.

I've done practically no optimisations either...

Still plenty of bugs though - but looking good for now.

Geezer
Beautiful job ! starting on the A1200 was clearly the way to go !
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Old 10 February 2019, 21:35   #685
Amigajay
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Quote:
Originally Posted by mcgeezer View Post
That's what it does in the arcade Jay.
Oh right, sorry never really played the arcade game and the vids i’ve checked out i havent seen the lava do that, will go check some more!
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Old 10 February 2019, 21:47   #686
malko
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Originally Posted by mcgeezer View Post
After re-writing the sprite animation methods things are becoming a lot more fruitful. It is much easier now for me to create and manage new sprites.
Straight out of WinUAE
http://109.228.4.199/rygar_sq.mp4
[...]
As you can see the AGA/1200 can push around plenty of sprites.
I've done practically no optimisations either...
Still plenty of bugs though - but looking good for now.
Geezer
Mate, your work is awesome !
Also your re-write is top as the rhinos and others enemies now respect the landscape
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Old 11 February 2019, 01:51   #687
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You proof that the game is technically posible in A1200. The waterfall looks awesome. It's better than the original
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Old 11 February 2019, 14:21   #688
dlfrsilver
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You proof that the game is technically posible in A1200. The waterfall looks awesome. It's better than the original
it shows this game is better suited on 1200 than A500
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Old 11 February 2019, 14:27   #689
mcgeezer
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Originally Posted by dlfrsilver View Post
it shows this game is better suited on 1200 than A500
Indeed, the A500 probably could not achieve all of those sprites on screen at the A1200 is pushing around.

Next up is the Red Death face, Griffin, Dragon Rider.

Dragon Rider will be the most complex to do.
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Old 11 February 2019, 23:48   #690
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Thought I'd take the Griffin enemy on tonight... these appear on the Water fall rounds 2 & 3...

Took about an hour to do... so the new sprite methods have already paid off.

http://109.228.4.199/rygargrif.mp4

Geezer
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Old 14 February 2019, 21:57   #691
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Quote:
Originally Posted by mcgeezer View Post
Thought I'd take the Griffin enemy on tonight... these appear on the Water fall rounds 2 & 3...

Took about an hour to do... so the new sprite methods have already paid off.

http://109.228.4.199/rygargrif.mp4

Geezer
What is promising is that the game runs too quick, so later hectic levels should be great at normal speed!
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Old 14 February 2019, 22:57   #692
mcgeezer
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What is promising is that the game runs too quick, so later hectic levels should be great at normal speed!

The game runs at 50 frames.

Granted, the enemies need tuning for how fast they move though but that doesn't affect performance.
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Old 15 February 2019, 02:49   #693
invent
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Nice update mcgeezer, awesome.
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Old 15 February 2019, 04:43   #694
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Looking great again, this is developing nicely!

Just out of curiosity: For the main playfield, why did you decide to use 4 planes, add a fifth plane and bitshift that manually?
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Old 15 February 2019, 08:43   #695
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For getting a 5-3 bitplane division, isn't it?
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Old 15 February 2019, 10:54   #696
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I suppose. But why cope with that at all? Do background and bobs need 32 colors?
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Old 15 February 2019, 13:08   #697
mcgeezer
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Looking great again, this is developing nicely!

Just out of curiosity: For the main playfield, why did you decide to use 4 planes, add a fifth plane and bitshift that manually?
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Originally Posted by Steril707 View Post
For getting a 5-3 bitplane division, isn't it?
Quote:
Originally Posted by buzzybee View Post
I suppose. But why cope with that at all? Do background and bobs need 32 colors?
Only the background parallax scenery is blit every frame so there is no adjusting of the foreground, there's a couple of good reasons I did it this way though.

Granted I could have modified the hscroll odd and even registers and I would only then have to compensate 1 foreground bitplane every frame instead of the way I do it now which is blitting 3 planes into the background....however like I said there are good reasons why I did it the way I have.

The first reason was the colour register management became a real nightmare... in the mode I use now, I only have to worry about poking the first bank of 32 colour registers for the foreground and the 1st register of the remaining 7 banks for the background colours. You have to remember that I need to fade those background colours too when the timer runs down. Moving the foreground bitplanes from 1-5 to 1,3,5,7 meant managing the colour registers became a real pain.

The second and most important reasons was performance, initially you would say that just blitting 1 foreground plane is faster than blitting 3 background planes and you'd be right, however there are sections in the game where the background is never used... for example, when the timer runs down there's no need to blit the background, on the vertical scenes and on some rounds (5) when the background isn't visible... in these scenarios I can then blit much more sprites. If you look closely at the arcade you'll see that when the background isn't visible the game all of a sudden does display more sprites too!

Hope that clears things up. It's balancing keeping things technically simple with performance.

Thanks for the feedback guys.

Geezer
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Old 15 February 2019, 13:26   #698
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Hope that clears things up. It's balancing keeping things technically simple with performance.
Thank you very much for this indepth explanation. Interesting technique. Color management of the AGA-chipset is indeed a real pain, especially if you scroll four mainplanes and use three or four secondary planes for other purposes - which is what I am doing in some levels of RESHOOT R, by the way. I really, really learned to hate it, before I finally got to understand how to make everything work. And I don´t use color fades as transitions, because to implement that would probably cost me another five years of lifetime :-)
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Old 15 February 2019, 13:40   #699
mcgeezer
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Thank you very much for this indepth explanation. Interesting technique. Color management of the AGA-chipset is indeed a real pain, especially if you scroll four mainplanes and use three or four secondary planes for other purposes - which is what I am doing in some levels of RESHOOT R, by the way. I really, really learned to hate it, before I finally got to understand how to make everything work. And I don´t use color fades as transitions, because to implement that would probably cost me another five years of lifetime :-)
Yep, I can share your hate for it, it blew my mind getting the colours right, I was on it for days too working out the binary for it. It's one of those things that logically everything should be right but when I coded it I was doubting my logic. Pleased I stayed away from that way of doing it really.

PS. Your game looks top notch, can't wait to see it in action.
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Old 15 February 2019, 13:52   #700
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Yep, I can share your hate for it, it blew my mind getting the colours right, I was on it for days too working out the binary for it. It's one of those things that logically everything should be right but when I coded it I was doubting my logic. Pleased I stayed away from that way of doing it really.
I had to go that path, because it enables visual fx otherwise unthinkable on the Amiga. Fog, for example. So, in the end, is was worth the effort. Kind of.

Quote:
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PS. Your game looks top notch, can't wait to see it in action.
And yours. Really good to see the Amiga indie scene produce games of equal or better quality than most of the stuff we could play in the 90s!
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