English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Language > Coders. Blitz Basic

 
 
Thread Tools
Old 30 June 2020, 11:16   #1
fabbroz
Registered User

fabbroz's Avatar
 
Join Date: Sep 2019
Location: Italy
Age: 45
Posts: 20
Ftype (prototype) for Amiga

Hi everyone,

I started developing a game in Amiblitz3.
It is still in early phase (stress-test) but it is very fast on the Amiga 1200 Base (and on 500 if compiled with Blitz2.1)

Unfortunately I can't compile it for A500 because of an Amiblitz3 problem

Regardes,
Ciao!

Here a Video
[ Show youtube player ]
fabbroz is offline  
Old 30 June 2020, 11:21   #2
Predseda
Puttymoon inhabitant
Predseda's Avatar
 
Join Date: Mar 2007
Location: The City of Townsville
Age: 42
Posts: 5,823
Send a message via ICQ to Predseda
Hi, I heard about your game in AmigaBill's stream. Fingers crossed!
Predseda is online now  
Old 30 June 2020, 15:55   #3
Honitos
Registered User

Honitos's Avatar
 
Join Date: Nov 2019
Location: Celle / Germany
Posts: 51
Happy

Quote:
Originally Posted by fabbroz View Post
Hi everyone,
Unfortunately I can't compile it for A500 because of an Amiblitz3 problem

You motivated me to look further into that problem.
It is fixed, please look at the other thread.
Honitos is offline  
Old Yesterday, 00:28   #4
redblade
Zone Friend

redblade's Avatar
 
Join Date: Mar 2004
Location: Middle Earth
Age: 36
Posts: 1,510
Great work. How do you calculate the stress test? And is that how you do the main engine, if less than max_sprites on screen, add another sprite?
redblade is offline  
Old Yesterday, 10:42   #5
fabbroz
Registered User

fabbroz's Avatar
 
Join Date: Sep 2019
Location: Italy
Age: 45
Posts: 20
hi

yes, I check how many FPS I do and add objects.
If they drop too low I have reached the limit.

I also add an ASM line for RASTER control to each line


like this
Code:
move.l #00f0,$dff180
for a=0 to 100
next



move.l #0f00,$dff180
for b=0 to 100
next


Quote:
Originally Posted by redblade View Post
Great work. How do you calculate the stress test? And is that how you do the main engine, if less than max_sprites on screen, add another sprite?
fabbroz is offline  
Old Yesterday, 10:58   #6
nikosidis
Registered User

 
Join Date: Jan 2020
Location: oslo/norway
Posts: 220
Nice start. Lets hope you will not lose motivation along the way.
nikosidis is offline  
Old Yesterday, 11:13   #7
fabbroz
Registered User

fabbroz's Avatar
 
Join Date: Sep 2019
Location: Italy
Age: 45
Posts: 20
No at moment, i'm very motivated
and i've also write some tool for accelerate the develop


i would like to make a professional game with also animations.. but it take some time, and i don't know if can. (but i'm not hurry)



Quote:
Originally Posted by nikosidis View Post
Nice start. Lets hope you will not lose motivation along the way.
fabbroz is offline  
Old Yesterday, 15:55   #8
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,956
It looks nice, graphics style is appealing and it's very smooth. Looking forward to seeing more
roondar is offline  
 


Currently Active Users Viewing This Thread: 2 (1 members and 1 guests)
MickGyver
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Early Blender prototype for Amiga available for download carrion Amiga scene 3 21 March 2018 01:00
Commodore Amiga CD1200 - Rare Amiga Prototype (Oddware) modrobert Amiga scene 8 11 December 2017 11:31
New AMIGA 1200 Case Prototype & Amiga Key Cap announcement! Neil79 News 94 27 November 2017 12:15
AMIGA PROTOTYPE A3400 on Ebay Dizzy MarketPlace 1 08 July 2004 13:36

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 08:19.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Page generated in 0.07064 seconds with 15 queries