05 September 2019, 16:42 | #121 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,602
|
Not into this genre, but it looks really great already!
|
05 September 2019, 17:10 | #122 |
Registered User
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
|
Great to see so many different moves for the characters.
Does the game store both left and right facing versions of the characters in Chip RAM ? Or does it use some advanced tricks like real time horizontal flipping or real time decompression from Slow RAM to Chip RAM ? |
05 September 2019, 18:07 | #123 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
Quote:
|
|
05 September 2019, 18:18 | #124 |
Registered User
Join Date: Apr 2016
Location: T/C
Posts: 199
|
I expect to be nominated to Capital Punishment after this but i can't help myself :-)
Alex's legs looks weird in stand-by position. Left leg from knee to ankle looks more "blurry". When Alex move in stand-by posture, the knee splits are too visible on both legs. |
05 September 2019, 19:15 | #125 | ||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
|
@Saimon69: Nice ideas, however it's way too early to start thinking about easter eggs and alternative modes right now. I guess everything is possible but we have to wait and see.
@Shatterhand: the key word here for me is responsiveness, how easy/natural it feels to perform the wanted action and how this affects the game's flow. I have a friend who tried the game and only just 5 mins into it he started doing crazy stuff, comboing various moves, flying around and smashing heads like a maniac. And his feedback was that everything felt precise, spot on and easy to perform. Obviously this is something that the rest of our team has also verified. I agree 100% with the game examples you brought up, like Lionheart and Body Blows (I would add Barbarian and a lot other Amiga brawlers into this list). The main issue with all these games is that the responsiveness is kinda garbadge (imho) and it often feels you are moving a tank around, rather than an agile warrior. Which drags down the whole experience and makes performing moves a chore. Metro siege is hopefully nothing like that. Now, when it comes to using directions and buttons, it's not like you need to keep the button pressed and THEN press a direction (like it's done in some of the aforementioned games). Just pressing them at the same time works equally as well. And it's exactly as you'd expect from various similar moves in arcades. For example check the Punisher moves list which uses a lot of similar direction and button combinations. Quote:
Anyhow, besides the above, I just want to add here that nothing is set to stone yet and we'll continue refining and streamlining the controls as the game's development progresses. Also keep in mind that we're considering a 3 or more buttons option, so the player will have more variety in regards to his preffered control options. Quote:
Basically this is another interesting topic I might get into later on. Thanks to this method we were able to create a crazy amount of moves and anims with the minimum possible RAM overhead. F.e. the Alex character has currently more than 230 frames of animation he is just 42k! Personally I consider this to be one of the greatest technical achievements the team has managed to pull off so far and without it the project would not be viable without sacrificing gameplay and variety in the process. |
||
05 September 2019, 19:22 | #126 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
Quote:
But well, I'll just have to wait and test the game myself then when it's ready |
|
05 September 2019, 19:37 | #127 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
|
You don't need to hold the button and push a direction to start comboing (If that's what you're thinking). Regardless of what direction you are holding (or not) pushing fire will initiate a jab. Exactly as you would do in any other arcade brawler.
|
05 September 2019, 20:58 | #128 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
Yeah yeah, I had understood that
|
05 September 2019, 21:12 | #129 | |
CaptainM68K-SPS France
|
Quote:
|
|
05 September 2019, 23:06 | #130 | ||
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 881
|
Quote:
Quote:
Something I have wanted to do is to make the characters "explode", so we can really see the number of individual objects being managed as they fly out towards the edge of the screen. Maybe this will be an easter egg |
||
05 September 2019, 23:12 | #131 | |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 873
|
Quote:
Sort of unrelated but a awhile ago a very good port of Ghouls n Ghosts was being made for the Atari STE. It contains all sprite data from the arcade rom because an expanded STE can access 4mb of chip men. The guy porting it said this could never happen on the amiga because of its limited chip men, even on an A1200. Do you think this modular approach to sprites could be a way of overcoming this when porting a game such as ghouls n ghosts from the ground up? cheers and thanks for the great work your doing. |
|
06 September 2019, 04:04 | #132 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
Quote:
|
|
06 September 2019, 08:19 | #133 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,801
|
Vroom also used many bobs to be able to draw the cars in différents angles. Sword of Sodan also used this technique at least for the legs and the upper body part.
They probably didn’t have more parts than MS but it is the same trick. |
06 September 2019, 08:57 | #134 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 191
|
Quote:
Quick test: how far away from 50 fps are you if running on A1200 and temporarily replace the BOB restore routine with a blitter clear routine? (For a quick AGA improvement with basically unchanged game code/game gfx one would use dual playfield and have BOBs in second playfield so restoring bobs is just clearing). |
|
06 September 2019, 09:19 | #135 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,186
|
Quote:
|
|
06 September 2019, 10:14 | #136 | |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 881
|
Quote:
I can understand that it might sound like a bit of a contradiction to say that we are laser focused on the OCS version and at the same time announcing support for modern platforms, but the thing with that is, that running the game on modern platforms actually increases the speed of development for the OCS version. When running on a modern platform, I can take advantage of any development/debugging tool available, as well being able to easily add real-time diagnostic stuff to the game which would not be feasible on an A500. This stuff saves heaps of time. Last edited by alpine9000; 06 September 2019 at 11:21. |
|
06 September 2019, 11:07 | #137 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 191
|
Quote:
If the game is also coming to modern machines (PC) I was guessing code to run the game logic at 50/60 fps should already be there as it would be a bit strange to run the game at only 25/30 fps on modern machines. 25/30 fps on LCD is not as bad as 25/30 fps on CRT. And 50/60 fps on LCD is not as good as 50/60 fps on CRT. But it's still better/smoother (try 2x increased playback speed of trailer video on YouTube). |
|
06 September 2019, 13:45 | #138 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
|
Quote:
There is no need to store graphics in memory that are not even going to be used until later levels, so i'm pretty damned sure that the Amiga could do it on a 1meg machine. The Megadrive got a pretty damned close version and the ROM for that is less than 660K!!! |
|
06 September 2019, 14:56 | #139 | |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 873
|
Quote:
|
|
06 September 2019, 17:48 | #140 |
Registered User
Join Date: Jul 2010
Location: sthlm
Posts: 226
|
looking to good to be true.
looks amazing. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
New arcade quality a500 brawler, called Metro Siege, to be announced! | Tsak | News | 114 | 14 September 2019 14:00 |
AmiStick - high quality arcade stick for classic Amiga | Rosto | MarketPlace | 2 | 08 October 2017 18:04 |
Metro-Cross (Atari ST port) | Asman | Amiga scene | 42 | 08 April 2014 10:16 |
Bad Street Brawler | s2325 | request.Old Rare Games | 3 | 18 September 2007 20:48 |
Legends of Hyboria - Arcade side-scrolling brawler | Rebel-CD32 | project.Amiga Game Factory | 8 | 12 November 2006 08:41 |
|
|