16 November 2014, 00:41 | #21 |
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Okay, seems like we got two contenders to put Terraria A500 to a test!
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16 November 2014, 00:45 | #22 |
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I can't help myself, always with the details.. I don't find any thing special about the graphics either, although I would say it's style is quite unique.. Certainly not comparable to Superfrog in the way it looks. And as for the sound effects, again nothing special just lot's of them. And if were still talking about running in 1MB then all that stuff will soon add up.
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16 November 2014, 00:45 | #23 |
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it'll have to wait until i get my accelerator fixed.
well it'll have to be Terraria A1200 if it's from me, anyway. |
16 November 2014, 00:45 | #24 |
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Perhaps an A1200 with some trapdoor fastmem and an HD would be more suitable, but indeed, nothing an Amiga couldn't handle. The peecee version has ridiculous requirements, of course, but that's just because of the lazy/shitty coding job they did. Means nothing.
Tone down the number of colors a bit (designing better graphics using fewer colors would be even better) and it probably is pretty easy to make. |
16 November 2014, 00:47 | #25 |
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i wouldn't bother going for a "conversion", just make a similar style of game, that way we can fit it to our hardware limitations without being accused of changing things. i'd use 16x16 blocks rather than 8x8, for starters.
call it Amigaland or something. |
16 November 2014, 00:47 | #26 | |
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But isn't that the point of this thread? |
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16 November 2014, 00:58 | #27 |
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I think Galahad threw down the gauntlet with his first statement? Terraria on 1MB A500, you got to be twisting my melon man! Let's see some proof Ok wishful thinking perhaps.
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16 November 2014, 01:07 | #28 |
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Perhaps that's a bit too optimistic. But have you seen the peecee specs? 1.5 gigahertz
When you throw AGA+50 mhz 68030+16mb RAM at it you can probably make a better game. Not that I've played the actual game, but judging from the video I watched, it's almost a glorified level editor. |
16 November 2014, 01:09 | #29 |
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I actually would love to see any kind of 'port' to an Amiga. I have the PC version to check if a test is needed
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16 November 2014, 01:12 | #30 |
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16 November 2014, 01:18 | #31 | |
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+1 |
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16 November 2014, 01:29 | #32 |
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16 November 2014, 01:52 | #33 |
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Don't know exact numbers, but looking at the wiki should give you a rough idea.
http://terraria.gamepedia.com/Recipes http://terraria.gamepedia.com/Crafting_station A mountain of work if ever I saw one. Probably best to cull most of the functionality/crafting options and keep it simple. Terraria-Lite. |
16 November 2014, 08:01 | #34 |
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Okay, then how do you define "a game like Terraria on the Amiga"? The thread title says "Terraria on Amiga" which implies a conversion in my opinion.
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16 November 2014, 09:33 | #35 |
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What exactly is the context of this completely random thread without any kind of link/video? Has someone in the press said it couldn't be done? A new version released or someone boasted they could do it on an A500 or something?
To me it's as random as me just replacing Terraria with "Grand Theft Auto" or any other random game and opening up a thread without any context. So what's so special about this game? |
16 November 2014, 10:27 | #36 | |
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What's more work is assigning the right function to each item, but it's obviously not too much to handle for an A500. Such a list is nothing for an A500. You can easily have all those recipes, and have a nice (and fast) search feature, too. Really, you're overestimating this. Doing the whole game might be a little much for an A500, but those crafting options sure aren't. Terraria Light would only make the Amiga look bad, and there's absolutely no need for a functionally stripped down version. Edit: Source code is available! Last edited by Thorham; 16 November 2014 at 11:41. |
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16 November 2014, 11:25 | #37 |
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I think what lordofchaos and Dunny are getting is that it's not just about the speed of the CPU and Blitter and things like that, but that it's easy to underestimate the amount of work needed to finish a game like this.
This is in my opinion what separates the good programmers from the "coders"; the "coder" looks at micro-optimizations and other minute details, failing to see the bigger aspects of the software, while the good programmer has the mindset needed to correctly plan and estimate the process, requirements, tools, and methodologies required to actually see the project through. It's really easy to dive into a project, even before you've failed completely to estimate its size. |
16 November 2014, 11:34 | #38 | |
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See here: https://github.com/dptug/Terraria Last edited by Thorham; 16 November 2014 at 11:41. |
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16 November 2014, 13:58 | #39 | |
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(Also i think it quite strange that anyone would worry about "making the Amiga look bad" by not being able to do an exact conversion of a game from 2011 on 1987 hardware) tbh i get the impression Terraria doesn't do anything an Amiga can't do, only that it does everything on such a massive scale. Even a "small" Terraria map, for instance, is 4200x1200 blocks, which if it were 1 byte per block would take 5Mb in memory. So i kind of agree with Lordofchaos, we should start with a simpler game "of this sort", but i wouldn't even pretend that it was a conversion. Perhaps then the game engine can be expanded later and work towards a full implementation of Terraria later on but it would be better to start small and get something complete, than to start something huge for it to be in a perpetual state of incompleteness. (I know that from hard experience now.) Last edited by Mrs Beanbag; 16 November 2014 at 14:23. |
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16 November 2014, 14:28 | #40 | |
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Also, this game is ridiculously heavy for what it is. It requires 1.6 ghz. That's total and utter madness for something like this. An A500 may be a little on the light side, but really, an A1200 with some fastmem in the trapdoor and an HD/CF should be able to do a very good job here. No need for stripping away core mechanics like crafting. |
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