25 February 2020, 07:40 | #341 |
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this is awesome - great work!
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25 February 2020, 09:24 | #342 | |
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And the speed on an Amiga 500 is just incredible. Very nice work! |
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27 February 2020, 22:38 | #343 |
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Now this is a long thread so I'm sure I've forgotten part of the discussion, but I wonder if this has been tried without dithering or with different "levels of brightness" for the dither?
Reason for asking is that I wonder how it'd look with slightly less "aggressive" dithering Edit: Pfft.. Some guy on Facebook is now implying this game won't run this way on a real Amiga 500 because (this is a direct quote): "UAE does not emulate slow CHIP ram accesses, and boatnecks correct". I tried to explain why that's not true, but got nowhere. Gets my blood boiling this kind of stuff - he's basically claiming that the videos are exaggerated and therefore implying that KK/Altair is lying Last edited by roondar; 27 February 2020 at 23:23. |
28 February 2020, 00:28 | #344 | |
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I've looked now at video again, and there's 324 likes, and 7 dislikes. Now, who would dislike this, I can't grasp, but usually it's those people that criticize most, are the ones that never did a thing on their own. And it's not Amiga related, it's everywhere. I guess it's part of human psychology. After all, it's much easier to criticize (negatively) something, then do the work yourself. |
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28 February 2020, 09:02 | #345 | |
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I think the dithering would be much improved if it were possible to "invert" the dither for alternating rows, so that the effect was more "chequerboard" than "stripes". The aim of dithering is to "noise-shape" the unavoidable noise caused by reducing the number of colours into high-frequency noise that get smoothed out by the monitor / eye / brain. The current dither does a pretty good job of that horizontally, but vertically, not so much. I don't know how hard that would be to add, but I imagine if it was easy KK would have already done it! The other option that was discussed earlier is to use HAM mode. The ECS chipset can be tricked into displaying HAM mode with fixed control planes while using the same amount of Chip RAM bandwidth as 16-colour mode - so a fixed repeating pattern - say, RGBG - is possible. (The same trick doesn't work on AGA, but since on AGA you can just increase the fetch mode to solve the bandwidth problem, that's not a showstopping problem.) |
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28 February 2020, 10:11 | #346 | ||
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But I just don't like it when people downplay other's achievements. I mean, it's not only KK/Altair he's downplaying here - he's also claiming that UAE in general is just not accurate. Which is basically dissing 20+ years of development by a whole bunch of people. That doesn't sit right with me. Oh well... I guess you're right, I should probably ignore it. Quote:
Then again, perhaps I'm the only one that feels this way |
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28 February 2020, 10:40 | #347 | |
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First let me say, extremely impressive engine and very nice demo video! The frame rate looks amazing for the level of detail! And there's even some shaded floor in front of the door - is it somehow drawn using the wall renderer? I guess you aren't doing a complete floor mapper at that framerate. Anyway, looks great and adds a lot to the atmosphere.
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But I think KK did focus his effort on the engine at this point, not on the graphics. It looks like everything is machine-converted from the freedoom assets with a fixed palette, which probably explains the strange dithering on the hand etc.. I guess a final version would have a much improved graphical assets. |
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28 February 2020, 11:01 | #348 | |
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I wonder, too, if pixel swapping could be achieved by modifying the C2P algorithm for alternate lines? Like I said, if it was easy, I'm sure it would have been done already! Last edited by robinsonb5; 28 February 2020 at 11:11. |
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28 February 2020, 14:24 | #349 | |
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In the youtube comments, he explained that he didn't spend time on the hand, and just did it roughly.
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At some point he mentioned floors and how lightning hits it. Not sure if that's what you're asking for, thought. |
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28 February 2020, 21:21 | #350 | |
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And now for the important question; how many floppy disks will the game be? Can't wait to slip a floppy labelled "Dread" into an A500 and see it boot into this. Last edited by Mathesar; 29 February 2020 at 07:49. |
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28 February 2020, 23:30 | #351 | |||||||||||||
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(* at this point I will refrain from using "he/she"; after 9000+ views, my video audience stats show 100.0% male viewers ) Quote:
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Seriously, I'd love people start making content, so maybe eventually we'll reach this number. And the codename is "Dread". |
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29 February 2020, 13:58 | #352 | |||
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He really does seem to believe that UAE can't be accurate for things like this in the first place and that there's no point for UAE to even be accurate in these areas (because in his mind it's not a development tool) and therefore it isn't. Quote:
Anway, you're right of course. Best to move on, I said my piece Quote:
Last edited by roondar; 29 February 2020 at 14:17. |
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11 March 2020, 15:19 | #353 |
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Ok, since you guys are so good beta-testers of my videos, care to share thoughts about this little recording?
No PC nor Amiga footage - just me sketching the overall map plan. EDIT: This is just an unlisted preview video, so NO SPREAD. Once it's done, it will make into the next episode, or get re-recorded. Or something. [ Show youtube player ] This was captured in one (first) take, and I somehow think it's so-so, which equals "acceptable" when you take perfectionism out of the equation. I'll definitely process the audio (EQ some bass out, compression/noise gate, volume at -13 LUFS) when it makes into the next episode along with recording of the actual mapping process, but I would like you to share your thoughts about it. - is it acceptable in general? or should I try some more takes? - what do you think about the overall plan of the demo map? - also: how much time should I dedicate to video about rest of the mapping process? make it an in-depth description, or a timelapse? The response after the first episode was amazing (20k+ views, 600+ subs), so hopefully after a few more I'll get a hang of it. Thanks! P.S. I've also checked how well this runs on cycle-exact emulation of off-the-shelf A1200 - constantly pumping out 22-23 FPS and flawless gameplay. EDIT: P.S.2: Yes, I have a cat. |
11 March 2020, 18:24 | #354 | |
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I love it.
And this (pre-planning), is a very important step, that majority of the people, either skip, either over-complicate (like, trying to sketch a map with ruler and perfect proportions). Really love the way you think, and work. Quote:
I am just afraid that all these videos don't distract you too much from the creating of the game itself.... I have one too. |
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11 March 2020, 22:17 | #355 | ||
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The thing is, I still work full time, have absorbing kid at home, and more often than not don't have any creative energy left to focus and keep pushing at evenings. So it's more about keeping the progress and doing things when I feel like it, than exhausting myself to get it done ASAP. I just don't want it to feel like second work at this time (I don't even have Patreon or anything). But having said that, I still want to have fun with it, and all of you to have the same as well. |
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26 March 2020, 11:55 | #356 |
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Has situations changed now? Most of us work home now.
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26 March 2020, 15:43 | #357 |
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I worked remotely and completely alone all the time, so nothing changed for me in this matter, except that kindergartens are closed and I spend a bit more time with my kid.
But I'm returning to the project from time to time and working towards the next episode. Slowly, but steadily. So stay tuned. |
26 March 2020, 15:49 | #358 |
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You can name the game after your kid name, or main protagonist to have his name.
That could inspire you to work on it even more regularly. Have you thought about campaign? It would be cool having some nice story, with some twists, epic ending, and cool antagonist. All this could drive you forward in thinking about engine specific tasks, on specific missions (if you try to add more variety then just finding keys). SF would be the time period, I assume? |
26 March 2020, 18:22 | #359 |
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If you were to make the gun bigger and place it Duke3D style you could save some rendering time on the right side of the screen.
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28 March 2020, 01:17 | #360 | ||||
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But don't expect to win big on performance. The problem is, that when I'm drawing the 3D world, I don't know which animation frame will be used for the gun. I check the trigger input just before blitting the gun at the very end of rendering (even after the C2P) to switch it to first frame of attack if player happens to fire. This saves up to 100ms of fire trigger delay and makes firing much more fun. At minimum assumed 10 FPS the rest of the game might feel laggy, and the firing result (monster pain, splats and pellets) won't draw until the next frame - but the weapon itself fires immediately and that's just enough for it to feel responsive. Anyway, I'm just finishing edits on Ep 02. Voiceover recording next (I work on my sofa just with subtitles), and it will be ready to air. |
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