28 August 2007, 10:58 | #61 |
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Fire & Ice end level have some nice graphics effects & scrolling is still smooth.
Last edited by s2325; 02 December 2008 at 23:27. |
28 August 2007, 11:02 | #62 |
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From a technical POV Codetapper has already bitch slapped y'all
The stardust animation is still purdy though s2325, isn't that the AGA version, same gfx with a new copper. *edit* Nope, last hol screen. |
28 August 2007, 11:17 | #63 |
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pfft what codetapper knows? he's a ... (i shiver) coder...
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28 August 2007, 11:20 | #64 |
Amiga will never die!
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Mr. Nutz had heaps of colourful parallax, large sprites, fast, smooth scrolling, and coloured, transparent water effects. All of that looked great, but had been seen before in other games... but it also had full 3D texture-mapped tunnel sequences that moved at an astonishing rate (some special coding trick for sure, they're probably not texture mapped polygons, but they look like it). The game also featured massive bosses that zoomed around the screen like something using Mode 7 on a SNES.
As far as I know, it was coded by the guys from Kaiko, the guys who made Gem-X, Super Gem-Z, and Apidya. They specialised in Japanese-style games, or at least tried to make them look like Japanese console and arcade games. This was the case with Timet the Flying Squirrel, which was basically Sonic the Hedgehog and Super Mario World mashed together, taking heaps of ideas from those Japanese games as well as adding plenty of their own, including the unique flying ability. They sold the game to Ocean, who changed it to Mr. Nutz: Hoppin' Mad, and also used the character for a game on the SNES and Mega Drive called Mr. Nutz, which was a totally different game with the same character (and was crap compared to the Amiga game, although still not a bad console platformer). Games that used HAM mode I suppose could be considered impressive, if the speed was fast enough to play. Covergirl Strip Poker used it and was a decent game. None of them usually move much, though... But one thing I find impressive is a game for the humble A500 that has massive, animated sprites, animated backgrounds, full screen + slight overscan, runs incredibly smooth, and uses 64 colours. I don't know of any other 64 colour OCS game with this much speed and playability. It's a game called Fightin' Spirit, and it's the only Amiga-only fighting game that was designed from the start to use the CD32 control pad's buttons, not just a one-button game that uses the other buttons to do the same moves as the single button option did (like Ultimate Body Blows). Another technically impressive game is Microcosm. No one has done anything like that for the Amiga since, even though it might have been dull to play, it had streaming multi-path video footage with fast movement and sprite scaling. It might not have taken that much of an effort to code the video streaming sequences, but the amount of time that went into putting the rest of the game together is impressive. I would be impressed when an Amiga game is full screen or in overscan and has several layers of parallax. I can't think of any that do, though. Most of them have a black border around the entire screen, or are 320x200, not 256 PAL resolution. Another game that impressed me when it came out was a demo of Fears. It was nothing like the final version, it was 1x1 pixel only, had a different colour palette and enemies, but I think it may have been the first texture mapped game. And now that I think of it, there was another game that was WAY more impressive than that, and it never came out. I was in Sydney one time, and with a few other Amiga guys, we went to a demo coder named Accolyte's place. He showed us this game he was coding, it was like Quake running 1x1 pixel, full screen on an A1200. Not sure which CPU, but it ran smoothly, and was really colourful. I'm going to think of more. |
28 August 2007, 12:19 | #65 | |
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Quote:
examples: - Goal is very fast, excellent scrolling, superb control, great ball effects, small but good anims, zoom in/out possibility, and all with a very good AI. Probably other soccer games have better graphics, but are slow, not so deep and with little AI. - Bubble and Squeak is colourful, fast, it has very good transparent water effects... - James Pond has high colour designed graphic, coulourfull backdrop and excellent never slowing snow effect - Super Stardust has great explosions GFX effects, it doesn't slow when many objects are on screen... - Superfrog is so good realized that it seems a console game - Switchblade II is the first game where I saw very good and large waterfall effects... - The Settlers has great graphics and animations and it is a complex strategy game Many of these run on a basic 1MB A500... In my opinion programmers were gurus.. Last edited by fc.studio; 28 August 2007 at 13:23. |
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28 August 2007, 14:58 | #66 | |
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28 August 2007, 20:38 | #67 | |
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I have to admit, the only thing that sold me in the end was your java applet. Before I clicked on that, while I read the explanation, I was thinking "bs, no way that that is just simple scrolling, it actually changes perspective". But holy sh** when I saw your animation, there it is. Incredible. It just completely and utterly looks like the camera angle changes, when really it doesn't at all, it's just a simple scrolling of the animation, together with added spaceship perspective change that creates the effect. A M A Z I N G. Doesn't really lessen the game though. Super Stardust (AGA) is still friggin' incredible. |
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28 August 2007, 20:58 | #68 |
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28 August 2007, 21:07 | #69 |
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if you stop moving in real life, perspective don't change anymore! reality is a faux!
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29 August 2007, 00:53 | #70 |
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Is it possible to do this in the Amiga 500?,although they only are 256 colors somebody can explain to me how is the trick,please?
Btw backgrounds of Elfmania, Shadow Fighter and Lionheart are not exactly parallax because they use the perspective like the polygons with textures in 3D shootergame or Snes mode7. |
29 August 2007, 01:25 | #71 |
Total Chaos AGA is fun!
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A500 and A1000 both have 4096 available colors.
Amiga is not a lame Atari ST. Every Amiga ever made came with 4096 colors or more. This includes the original OCS A1000 in 1985. |
29 August 2007, 01:30 | #72 |
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29 August 2007, 02:53 | #73 |
Total Chaos AGA is fun!
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You can put all 4096 colors onscreen at once in lowres on any Amiga ever made.
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29 August 2007, 03:00 | #74 |
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But not in 50 fps games, only in pictures. Frikilokooo quoted this "400 colors in Jim Power..." post, which is nonsense of course. I don't know how many colors at once are used in Jim Power, but not more than 32.
Last edited by Retro-Nerd; 29 August 2007 at 19:38. |
29 August 2007, 03:33 | #75 | |||
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29 August 2007, 03:40 | #76 |
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Interesting, how many colors they used at once in Jim Power. What do you think? It looks very colorfull, but not like full 256 color games.
Last edited by Retro-Nerd; 29 August 2007 at 19:36. |
29 August 2007, 03:45 | #77 |
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400 is probably about right. There are 256 lines down the screen, so you can change the colour on every line and you'd be nearing 300 already. Change a few sprites and other things and you'd approach 400. No reason to doubt the coder with their estimate of 400.
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29 August 2007, 03:52 | #78 |
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Really? Imho Ruff'n'Tumble looks better, but YOU have the knowledge.
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29 August 2007, 03:56 | #79 |
Ya' like it Retr0?
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but that would just be a copper trick wich isn`t that difficult to code to be sincerely honest.
I honestly the more I think about it Hunter really sticks out being a full polygon environment with physics (althought its limmited to inertia and gravity aproximations) including helicopters / boats / hover craft / tanks / trucks / cars / bicycle and even a windsurf-board and not forgetting the good old foot pounding. The game is really up there in my top 10 favs too |
29 August 2007, 08:30 | #80 |
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