08 October 2013, 01:49 | #1 |
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A or B ?
Last edited by Lord Riton; 08 October 2013 at 01:55. |
08 October 2013, 08:09 | #2 |
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A!
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08 October 2013, 09:01 | #3 |
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A aswell.
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08 October 2013, 09:35 | #4 |
BlizzardPPC'less
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B.
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08 October 2013, 10:51 | #5 |
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On an LCD, A, but on a blurry CRT it might look similar.
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08 October 2013, 20:27 | #6 |
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A1 and B2.
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08 October 2013, 23:35 | #7 |
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LOL, yes, true, but that's because the 256 color version has a lot of grey colors in them, and all grey colors between black and white is very well rendered so. But if you want diversity, a lot of different items, monsters, other textures.. i think it's better to use the HAM8 engine, wich i have decided to use now.
Also Ham8 mode is about 20% faster to draw, and takes 20% less memory (only 6 bits are used, because the 2 Ham8 control bits are always in the same order, and so don't need to be altered). Trying to make some sort of graphical "roguelike" game with that engine, like "Dungeon's of Moria", "Angband", etc, but with turn based combat, like champions of Krynn for exemple, and with random generated levels I'm not the fastest, so don't expect it to be done to fast I'll surely make a thread on this forum when the game will be advanced enough, and when i got some demo to DL. It will be all free of course, no commercial project |
09 October 2013, 16:38 | #8 |
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I like the HAM8 ones best.
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10 October 2013, 08:40 | #9 |
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10 October 2013, 11:46 | #10 | |
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The walls are different because i didn't render the "brown" walls on the 256 color version, it was more to see the differences between grasses and skies. Edit: I just rendered the stone wall, just for you A3: B3: Edit2: and with scanelines display mode in WinUAE (closer to a real TV) A3.2: B3.2: The textures aren't the final textures, they are just used to make the engine (i'm at doing the Object/monster part atm). Especially the sky will completly change, it should not be "cut" in squares like that. Last edited by Lord Riton; 10 October 2013 at 12:47. |
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10 October 2013, 18:52 | #11 |
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The HAM ones look way better, glad you're going with it!
This reminds me of that new game Legend of Grimrock, how sweet would it be to have a game like that on the Miggy! |
11 October 2013, 12:44 | #12 | |
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If not they would probably be called action-RPGs. What i want is real time monster movement (like in Captive or other dungeon master typ games), but at the moment a monster attacks us, or we do attack a monster, the view changes in some strategic 2D playfield with turn based movements/attacks (actually what we have in roguelike games). If several monsters are close, they can join the 2D battlefield affter a combat turn or more, depending on how fast and far away from the player in the 3D dungeon view they were. |
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12 November 2013, 22:06 | #13 |
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If anyone was curious about me and my Amiga project(s) status:
At the moment i'm not in the mood to program anything on my Amiga. I need to cure my illness, i'm dizzy everyday more and more, i get depressed, the doctors do not know what i have. Still have 2 appointments with 2 specialists, but my hopes aren't to big with them either... I suspect my illness has to do something with Amalgam in my teeth i have since many years, but the doctors don't beleive on that. I swear, if i ever get cure of what i have i'll do something BIG for the Amiga with one of the game engines i have done/started, but atm it's just not possible |
12 November 2013, 22:21 | #14 | |
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This is one of the reasons why the latest materials are based on glass, with the added benefit that they have a more neutral colour. I hope you are soon back to health. |
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13 November 2013, 10:00 | #15 | |
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14 November 2013, 08:48 | #16 |
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