13 January 2015, 20:49 | #61 | |
Glastonbridge Software
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But once we make a game engine, we could use it to implement conversions later, if anybody was still interested. But better, in my mind, just to harvest the arcades for ideas. |
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13 January 2015, 22:14 | #62 | |
Jackie Chan
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But an ocs/ecs shmup, hell yeah, Id play the shit out of that. I'd even be happy to contribute some ideas. Have you and Tony talked about it? Or has Tony gone awol...lol, I hope not. |
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13 January 2015, 23:04 | #63 |
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The only thing Toni has said to me is on the other thread, it was that i could count on him... well i'm counting up to ten now.
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13 January 2015, 23:21 | #64 | |
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14 January 2015, 01:48 | #65 | |
Jackie Chan
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Still on amiga you can expect a 100 copies or so sold id guess. Porting the game to other systems afterwards would make financial sense though. |
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14 January 2015, 09:24 | #66 |
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"Under Defeat" for Dreamcast pressed 15.000 copies, all sold out. I would say Sturmwind probably sold around 30.000.
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14 January 2015, 09:48 | #67 |
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I do know Sturmwind, but Amiga and Dreamcast are two different worlds. Name one game in the past 10-15 years on Amiga that has sold more than a few hundred copies.
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14 January 2015, 10:19 | #68 | |
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They don't support the main platform which is OCS Amiga or 020 AGA at least. If they would have gone with 020, ECS, hard disk and 2 mb extra memory and take what the system could give now that would be better for them instead of trying to copy Playstation. |
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14 January 2015, 11:29 | #69 | |
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Although giving out the game for free, but selling physical copies at a reasonable price if there's demand could be a nice idea. Not that it would make anyone rich, but might give some pocket change. |
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14 January 2015, 11:57 | #70 |
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I was just saying it would be an extra motive for the ones that do good stuff. Not for myself as i don't program or do any pixel art except some small things for fun. They will not be rich but they would get some money for their work if it was good, even free games like Putty Squad were acting like promotions for their ps4 game, sure did them some money there.
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14 January 2015, 13:57 | #71 |
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I will make some screenshots of how the game could be, I want to try to make some game with Mrs Beanbag in the future.
@Mrs Beanbag, You have to know that: 1- I like Music+SFX in all the games I do. 2- I like to use 16 colors for backgrounds and 16 for HW sprites (main ship and bullets). (this is only to have more memory and better performance.) 3- I like the copper effect to change some colors on the palette, then, on a vertical map, we can change 8 colors on some parts). 4- I make the maps on TILED editor, I draw the graphics on Promotion, both for Windows, later I load the pictures on Amiga Personal Paint and save in IFF. I work on cross development. 5-I make samples on PC and convert to IFF for Amiga. 6-I need to display some animations, it will be good if you read .anim. I am finishing a demo for Amiga with a friend(he is the coder), soon you will see. |
14 January 2015, 16:33 | #72 | |
Jackie Chan
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Pro-motion seems to be pixel artists go to program these days; well it is deluxe paint at heart. |
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14 January 2015, 23:35 | #73 | |
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2- Me too! 3- Good idea! 4 & 5- I am happy however you make the files as long as you can supply them in IFF format! 6- I would use my own format for storing animations, but i can convert them from .anim in any case. Depending on what the animations are it might be better to do it programmatically. I don't want to waste disk space. Have you played my game, Mr Beanbag, at all? |
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14 January 2015, 23:54 | #74 |
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It would be great if some new games were programmed in various genres that could then be open sourced and adapted like the BOR idea. For instance, despite the overlong debate about how the graphics look and various colour palettes, I could see Final Fight AGA being adapted in such a way as it could be used to re(create) other scrolling fighters. Well documented code and useful guides could mean that the code could be adapted rather than creating a fighting game creater (which by definition is as limited as the ideas put into it and the power/ram of the sytem running it). Yes - you would have to hardcode new features but wouldn't have to spend a lot of time reinventing the wheel.
Game frameworks. open to all would unleash a lot of creativity. If this were to work, we would need really well coded games and perhaps a central website to share experiences, ideas, resources etc. There is a definite opportunity to use modern PCs through emulation to create an efficent programming environment and modern techinques and ideas to make better games as well as revisting many of the best ideas from the past (Codetappers site springs to mind). We would of course need the Beanbag engine! |
15 January 2015, 00:27 | #75 |
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ohh, well, the Beanbag engine is very flexible. individual zones are modules containing their own code so you can do pretty much anything without modifying the executable at all.
i was in the process of refactoring the code to allow people to package their own zones, before my accelerator bit the dust... still need to send that off for repair but i've been busy/sidetracked |
15 January 2015, 10:18 | #76 | |
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I think, if you want to join me, we shall rule the galaxy I want to develop with you Mr Beanbag, Give me some time, I am involved in some projects. Last edited by Toni Galvez; 15 January 2015 at 10:25. |
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15 January 2015, 21:58 | #77 |
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15 January 2015, 22:31 | #78 |
Jackie Chan
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15 January 2015, 22:38 | #79 |
Moon 1969 = amiga 1985
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sunset riders for aga please !!! should be awesome !
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15 January 2015, 23:45 | #80 |
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yes i do all my development on real Amiga
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