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#1 |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Magic Pockets remake - work started
Hi,
I'm starting a Magic Pockets remake written in C++ / SDL Not much to see now, but this little intro: http://jotd.free.fr/magic_pockets/MagicPocketsIntro.zip
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JOTD |
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#2 |
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Registered User
Join Date: Dec 2007
Location: Dereham, United Kingdom
Age: 35
Posts: 236
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excellent! that looks like a cool project!
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Jon www.jonmusic.co.uk Amigas currently owned: Amiga A1200, 130mb RAM, 060/66mhz, 4gb HDD Amiga 1200, 6Mb RAM, 030/42mhz, 4gb HDD Amiga A600, 2Mb Chip, 6gb HDD |
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#3 |
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Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 34
Posts: 7,381
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Looking good
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Terence Andrews (DAD)
Nov 1951 - Apr 2008 Sorely Missed and Loved by ALL |
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#4 |
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Not a M0derator
Join Date: Oct 2001
Location: United Kingdom
Age: 36
Posts: 3,825
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I like your enthusiasm Jeff, but i personally think Magic Pockets is the weakest game the Bitmaps ever did.
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Former member of: LSD, Scoopex, Razor 1911, Dual Crew Shining, Rednex, Fairlight.www.southwestscrap.co.uk |
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#5 | ||
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Wipe-Out Enthusiast
Join Date: Nov 2005
Location: #pspuae chatroom
Age: 28
Posts: 1,935
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Quote:
nothing could be as bad as the eyesore of Chaos Engine 2.
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Quote:
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#6 |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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I agree that Magic Pockets is not the best of the Bros games, but 1) Chaos Engine 2 sucks hard!!!! and 2) I still like it very much.
I'd like to remake Chaos Engine too, but it seems harder to do, and I don't have the graphics fully ripped yet. Cadaver would rule too. The MP remake will be an unextended remake, not like Gods: I'm not planning to create new levels, etc... It's also for me the opportunity to practise C++ with SDL. I've got everything: graphics, levels, and a big experience from the Gods remake. I hope I can complete the remake fast enough, and easily... Let's see.
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JOTD |
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#7 |
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Zone Friend
Join Date: Jun 2006
Location: Poland
Age: 29
Posts: 5,081
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I want bicycle racing as separate game!
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#8 |
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Registered User
Join Date: Mar 2007
Location: Gothenburg / Sweden
Age: 33
Posts: 454
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Nice... good that you started with the intro, since that's the most important part of the game
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#9 |
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Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 34
Posts: 7,381
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yeah nice... just need to get it speeded up so it is in sync
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Terence Andrews (DAD)
Nov 1951 - Apr 2008 Sorely Missed and Loved by ALL |
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#10 | |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Quote:
1) it's rather easy, quick to do, so results are immediate. 2) it made me code the basic kernel objects (sprites, fadein, fadeout, screens) 3) the game itself will need a level editor first. I'm not starting development without one (but I'll restart from my work on Gods). At least the intro does not need one. 4) If I want to stop now, I can ![]()
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JOTD |
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#11 |
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Registered User
Join Date: Jun 2007
Location: europe
Posts: 115
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Great news !
(I'm also waiting for the final release of Ruff'n Tumble by shezzor...) |
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#12 | |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Quote:
![]() But the fellow certainly takes his time...
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JOTD |
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#13 |
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A-Collector, repairments
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how about compile it for OS4 also?
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#14 |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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I'm planning to release the source code in the end.
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#15 |
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Moderator
Join Date: Jun 2001
Location: I'm behind you!
Posts: 2,950
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Another nice project on the way jotd, great to see!
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#16 |
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Into the Wonderful
Join Date: Mar 2002
Location: Gods Country
Posts: 1,768
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Jotd you're a star!
I wanna buy you a beer ![]() |
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#17 |
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Global Caturator
Join Date: Aug 2004
Location: Kaczyce / Poland
Age: 29
Posts: 5,531
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Nice, thanks!
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#18 |
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Java dork
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Too bad
I was liking the idea of the Chaos Engine, especially with the work you did in the maps.
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#19 | |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Quote:
I was a bit annoyed about that because I have worked for zit, but that's life.
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#20 | ||
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Java dork
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Quote:
![]() Why C++ this time? I would think you could reuse some stuff from Gods to save time? Also: Quote:
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#21 |
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the amiga will never die!
Join Date: Apr 2007
Location: belgium
Age: 34
Posts: 1,515
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like it use sdl do you think we could launch it on amiga one day ?
will it be hard to convert it to work with the amiga sdl system for 68k (sdl 1.2.6) ? i'm not a coder, don't blame me if it's a stupid question.
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AMIGA : the biggest near death experience ! Last edited by turrican3; 17 April 2008 at 03:26. |
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#22 |
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Java dork
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The general complaint from people switching from Amiga to PC coding is that on the PC it is way too easy and boring, to get things done on the Amiga you needed a lot more expertise and code optimized for the hardware to get the full power of the machine working for you. So if a port would be done, the game would have to not only be converted from C/C++ to ASM, but also (at least) the blitting code would have to be adapted and optimized for the Amiga hardware. I would say a lot of work yes
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#23 | |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Quote:
The main problem being the graphics mode. With a good gfx board, I think it should work. No way in native modes (planar/chunky problem, I think SDL does not like planar modes) I'll try to make a test (the problem will be an outdated gcc more than SDL, but maybe we can cross-compile)
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JOTD |
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#24 |
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the amiga will never die!
Join Date: Apr 2007
Location: belgium
Age: 34
Posts: 1,515
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jotd, we could try to send an email to the guy who did the last port of sdl to amiga and ask him if he could make a newer one ?
If you say it could help ? everybody let's go. ps: i think it's a good way to have new amiga games. edited: gcc what is that ? cross compiler ? what is the best gcc for trying to have a new version ? (sending emails) edited :gcc : that's it jotd ? : GNU C/C++/Objc compiler
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AMIGA : the biggest near death experience ! Last edited by turrican3; 17 April 2008 at 16:11. |
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#25 |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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@gimbal: thanks for thinking that I am cool
. BTW I DO reuse stuff from Gods. All icons & map editors have been slightly adapted and it works.About converting C++ to asm: no way josé. I'd rather try to cross compile with a very good gcc (for t3: gcc is the GNU C compiler) version. A lot of action games are coded in C on the amiga. Ok, they crawl, but I doubt they had gcc. They used that crap Lattice & MANX. And I understand nothing about the blitter. Planar mode is a nightmare. I do that during my spare time. Why remaking Magic Pockets on the amiga: it's already there. The idea is to use the power of new PCs to enhance resolution, colors, add alpha channel, add MP3 sound. All this cannot be done on amiga classic, and not on PPCs unless some stuff is cut down. @turrican 3: the limit of the amiga is the CPU power and also GFX power. 680x0 + planar display + chipmem = crawls. And SDL cannot help for that since it's not designed to optimize, just make it simpler, and not designed with the amiga in mind... Let's face it: the classic amiga is dead. We can still play the games designed for it and enjoy them very much, but new games? noooo. If you want to play Magic Pockets, use the original ! The amiga spirit (and more generally the 16-bit spirit, ST, Arcade...) , on the other hand, will not die, because people continue to contribute to it on new machines. Check all the remakes, you'll be convinced. Let's move on!
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JOTD |
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#26 | |
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Registered User
Join Date: Mar 2007
Location: Mallorca,Spain.
Age: 30
Posts: 754
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Quote:
I could say that remakes are a stupidity,they don't have sense,I prefer ALWAYS play the original game because it's better.I have not played a remake never.New games are different though and I enjoy them A LOT I have envy of C64 or Spectrum system,they have a lot of new games nowadays,are they systems dead too? |
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#27 |
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Global Moderator
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All very well but the 8-bit machines tend to get new games on a relatively regular basis, so why not the Amiga? A few of us are trying to do something about it but really I don't know why the older machines tend to get new games but the Amiga (and indeed, the ST) don't tend to very often.
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The EAB/Lemon Amiga Super League | Round 2 - Lotus Turbo Challenge 2 | Round 3 voting |
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#28 | |
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the amiga will never die!
Join Date: Apr 2007
Location: belgium
Age: 34
Posts: 1,515
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Quote:
thanks for your answer, with all my respect for all your achievements on amiga ![]()
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AMIGA : the biggest near death experience ! |
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#29 | |
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the amiga will never die!
Join Date: Apr 2007
Location: belgium
Age: 34
Posts: 1,515
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Quote:
oss topic closed (for me)
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AMIGA : the biggest near death experience ! |
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#30 |
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Global Moderator
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Oh and one more word on this from me (sorry for going off-topic by the way):
@jotd Just like to add I'm not in anyway criticising you or your efforts, you've done some excellent work and I'm not at all suggesting you should suddenly start programming Amiga games - I just merely disagreed with that statement above ![]()
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The EAB/Lemon Amiga Super League | Round 2 - Lotus Turbo Challenge 2 | Round 3 voting |
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#31 |
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Into the Wonderful
Join Date: Mar 2002
Location: Gods Country
Posts: 1,768
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Everybody stop hassling jotd!...or at least wait until Magic Pockets is finished
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#32 |
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Registered User
Join Date: Aug 2006
Location: England
Posts: 120
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Good luck with the remake jotd, if its like your gods remake then it will be an excellent tribute and you can improve the game at the same time! Looking forward to it
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#33 | |
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the amiga will never die!
Join Date: Apr 2007
Location: belgium
Age: 34
Posts: 1,515
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Quote:
Still not possible ? (sorry to ask again, but i would like so much to see enhanced amiga games but on amiga ) Last time i will disturb this thread with this, i promise ![]()
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AMIGA : the biggest near death experience ! |
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#34 |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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@all: I must say that I appreciate the interest you show on my remakes and on Bitmap Bros games. Me I'd be ready to pay 5000 euros for a new level set of any of the following bitmap bros game: Cadaver, Chaos Engine, Gods, Magic Pockets. The level set would have to be created by the Bros of course
.@turrican3: yes, with cybergfx at least SDL is usable (chunky pixel). Maybe some work could be ported @graham: I understand and I don't resent your remark, sorry about my hard words. But everyone agrees that there are no more amiga games, although there's a lot of 8-bit games. Why? Because it's a lot easier to create simple games on 8 bit computers than to create 16-bit games like Turrican or Gods, or Z-Out. People expect more from a new amiga game than from a 8 bit game. If you want to create an amiga game now, with all the cross-compiling and stuff it will still look like shit compared to the 1990's titles. 8 bit machines have simple palettes, gfx, and it's a lot easier to match former commercial games than on the amiga. And the first home computers will remain the 8 bit. The amiga is good, but is an in-between machine. Also, people who owned 8-bits tend to hack more. People who owned amigas just play games and complain about missing ports ![]() okay. You want new amiga games? You want 8 bit games? You can have both: Check here and here tell me if you want amiga ports of those ones (those games use SDL)
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JOTD Last edited by jotd; 18 April 2008 at 00:11. |
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#35 |
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Registered User
Join Date: Mar 2007
Location: Mallorca,Spain.
Age: 30
Posts: 754
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I would pay rather less but I would pay for it.It would be brilliant that Bros would create NEW enemies and NEW graphics backgrounds for its games.Lamentably that will not happen.
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#36 |
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Into the Wonderful
Join Date: Mar 2002
Location: Gods Country
Posts: 1,768
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THe important thing would be that the original Bitmap Bros made new games/levels, and not just whoever is employed by them now.
The Chaos Engine 2 is technically a Bitmap Brothers game but it never really was IMO. |
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#37 | |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Quote:
![]() CE2 graphics, great sound, crap gameplay! a heartbreak.
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JOTD |
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#38 |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Magic Pockets WIP page
check the MP remake page if you like
you'll see some info & screenshots of the game in progress. You'll notice the extra colors & (discrete) alpha channel effects.
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JOTD |
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#39 |
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Java dork
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So how are you doing with the project, oh great and wise jotd? At least let us know that you are busy and cannot be arsed to do any work on this project at the moment
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#40 | |
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Cat freak
Join Date: Dec 2004
Location: FRANCE
Age: 38
Posts: 582
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Quote:
I've halted development for now and I'm creating a new level 3 of Gods instead ![]() But I'll provide a demo of the first level soon enough, when I feel like it.
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