16 September 2015, 11:26 | #161 |
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I was just reading most of this thread and I have to say that some people here are dreamers.
The C64 still has a pretty active scene for commercial games and even to this day a much bigger user base than the Amiga. The quality of a lot of modern releases there is also better than in 99% of commercial releases back then (i.e. Knight 'n' Grail or Bomberland), but they still sell (according to the coders, designers, musicians) just enough to buy some beer. How on earth should someone be able to sell a game for the Amiga generating enough money to make a living? This will never happen again. |
16 September 2015, 14:54 | #162 |
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Indeed, if you're really lucky and your game sells a bunch, you will be able to treat yourself to a few times in the pub with some friends.
The market is too small and will never grow much past the current point - actually I suspect that we're probably in the peak for the Amiga retro market by now. |
16 September 2015, 15:24 | #163 | |
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Hannibal built such a toolchain which works with Visual Studio and compiles then runs straight into UAE (or WinFellows). It contains a *lot* of useful tools as well as example projects and use cases. Do not reinvent the wheel, improve the existing one instead otherwise you become part of the problem instead of the solution. Link: http://eab.abime.net/showthread.php?t=78242 |
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16 September 2015, 16:19 | #164 |
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16 September 2015, 18:52 | #165 | |
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nobody (except some idealists for fun) will develop for such a small market and optimise it for A500 |
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16 September 2015, 19:04 | #166 |
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16 September 2015, 19:06 | #167 |
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16 September 2015, 19:16 | #168 |
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@OlafSch
in fact thats what i think: we should build for leisure rather that for revenue and stop try to milk the dead cow: then once the place is healthy enough i can figure between sw/hw emulation and original users that might appear some slim chance of earning higher than now, but make a living doing Amiga (and NG) games or sw not gonna happen anymore imo |
16 September 2015, 20:50 | #169 |
Jackie Chan
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I don't think anyone thought they would make a living from Amiga games but a nice boxed game could still be made. A few thousand euros could perhaps be raised via kickstarter.
What is the likely hood of creating a game for both Amiga and Atari systems, and any other similar platform? If the game was designed to be easily portable could a theoretical 500 pre-orders be achieved? At 25 euros per copy that would be 12,500 euros. Some of this sum would be reserved for manufacturing as well as the game budget. This all simply depends on how many pre-orders one can achieve. The only way to know is to do some research and gauge potential interest via forums and more importantly number of active hardware users etc. |
16 September 2015, 22:06 | #170 |
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@Adrian Browne
If i find a way to finish my own projects i would not mind do sometihng like that, just have no clue on where and how to get the logistics for it - plus despite seems nobody is doing donations i would still keep it open as option for digital downloads |
16 September 2015, 22:52 | #171 |
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16 September 2015, 23:57 | #172 |
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One thing is for sure, an Amiga game once created could easily have a port automatically created for:
PC Mac Linux And with modification to the controls: Android Phonet/Tablet Ubuntu Phone/Tablet Another interesting thing to consider would be how to get them to run in the browser (I have seen this online). Because if we could get them on people's TVs by having them run in the browser that could be another vector. It's a pity iPhone doesn't allow emulation as from the projects I know of where people have published to both platforms, they made their money on iPhone - not Android. |
17 September 2015, 01:07 | #173 | |
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Surveys and such. There are companies making retro games like watermelon etc. |
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17 September 2015, 01:18 | #174 | ||
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I'm not sure what you mean by that. Could you elaborate? Quote:
Tools, frameworks, compiler backends, convenience-non-accelerating hardware (CF HD, Network, etc.) are coming, the retro movement brings new users, it is not going to be explosively fast but if everyone does their part of the job there will be an Amiga market eventually as long as the historically significant machines are targeted. (Retro fans do not care about new hardware by definition unless it is spec-identical to the original one.) The only things which are required are: contribute, be patient, rinse, repeat. |
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17 September 2015, 01:33 | #175 | ||
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Although mouse and touch screens might seem naively similar, they aren't. There are dozens of nasty little differences which cause the naive translation approach to fail miserably especially in a game where reaction speed and comfort are paramount. The games industry has tried it and they learned their lesson hard so please let us bury this notion deep and pour concrete over it so that it cannot be resurrected again. Quote:
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17 September 2015, 01:35 | #176 | |
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http://www.olazandelin.com/softography.html In terms of the current Amiga scene - I don't think it is as bad as it is made out there have been plenty of fun games made over the last few (3) years such as Boxx 2 Solomon's Key 2 Maxwell Mouse And The Missing Game Mystery Tales of Gorluth: The Tear Stone Saga Incredible Adventures of Moebius Goatlizard, The Asgard Met Vikings Solid Gold Sqrxz Downfall Agent Lux Its just these games are being made by hobbist with other commitments and not as a full time job - this means development takes longer - in some cases over a year rather than a few months. With one central website to promote all these gems and games under current development - I think the Amiga scene would be seen as more active and Cammys Underground Arcade is probably the way forward. I think the C64 and other 8 bit indie developments might be exagerated - Knight N Grail I think was released I think in 2009 and the blog for Psytronik Software hasn't been updated since Jan 2014 - unless I am looking at the wrong website. Also I think there are plenty of Amiga game creation tools available for those eager to make their own amiga games eg -REality - GRAC - Backbone - yes they are clunky and not as user friendly as modern technology - but with some patience you can make games of good homebrew quality - the limitations of the creation software adds to the challenge in the same way as the technical constraints of the hardware add challenges when programming - |
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17 September 2015, 07:57 | #177 | ||
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MOVEM.L Dn,-(sp) -> MOVE.L Dn,-(sp) MOVEM.L (sp)+,Dn -> MOVE.L (sp)+,Dn But it can't because the CC is unnaffected in the MOVEM.L cases and set according to Dn for MOVE.L. Vasm can and does do the peephole optimization in some cases with address registers because the CC is unaffected in either case. MOVEM.L (sp)+,An -> MOVE.L (sp)+,An Adding the extra needed complexity to the vbcc 68k backend has not been done for a long time which I assume is because its not a priority. I'm not criticizing because a backend is some of the most complex code I have seen and has to be nearly perfect. Also, Volker has done most of the tedious backend work for most CPU targets himself. The 68k backend just needs that last effort to make it great. It has the potential to be great but what is the incentive and priority for an old retro CPU? A compiler backend is a very important part of code output quality. Here is my opinion of the different parts of vbcc responsible for 68k code generation quality. vbcc frontend (not CPU or OS dependent) - good vbcc 68k backend output - average vbcc/vclib link libraries written in C - average (compiled by vbcc) vbcc/vclib link libraries written in 68k assembler - very good vbcc assembler inlines in include files (default) - very good vasm peephole optimizing - excellent vbcc instruction scheduler - doesn't exist (most important for 68040+) Vbcc will do some sophisticated, innovative and amazing things and other times it will make me cry. It has improved a lot over the years but development moves at Amiga pace (which does have a few advantages). Quote:
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17 September 2015, 10:42 | #178 | |
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It has the following, maybe i am missing some Rocket smash ex New commando New Ghosts n goblins New Bombjack Bruce Lee 2 super Bread Box Canabalt Micro Hexagon Donkey Kong junior Powerglove Knight n grail trance sector ultimate Sam's journey many new quality SEUCK games Awakening brilliant maze Last edited by nobody; 17 September 2015 at 11:12. |
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17 September 2015, 11:01 | #179 | |
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Just look at all the DotEmu games, or Defender of the Crown. The latter one is bundled with an Amiga emulator, which you can "hijack" to play other ADFs if your iPhone is jailbroken I think that profiting from an Amiga game is still possible, but only if the game would also be released on Mobile using an ad-based revenue model. Retro is all the rage at the moment, but still it needs to be simple enough to attract casuals and you have to get lucky and hope that people actually notice your game in the slew of retro-styled games that are getting released nowadays. So profiting from an Amiga game, maybe - but not from the Amiga sales |
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17 September 2015, 11:47 | #180 |
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Profiting yes, but would have to be of this quality (meaning HIGH quality).
[ Show youtube player ] http://hol.abime.net/4350 |
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